Skeleton3D: Only reset rest_dirty after ALL bone transforms have finished update
This commit is contained in:
parent
0a0132ccf4
commit
c567d46a2f
1 changed files with 1 additions and 1 deletions
|
@ -906,6 +906,7 @@ void Skeleton3D::force_update_all_bone_transforms() {
|
|||
for (int i = 0; i < parentless_bones.size(); i++) {
|
||||
force_update_bone_children_transforms(parentless_bones[i]);
|
||||
}
|
||||
rest_dirty = false;
|
||||
}
|
||||
|
||||
void Skeleton3D::force_update_bone_children_transforms(int p_bone_idx) {
|
||||
|
@ -963,7 +964,6 @@ void Skeleton3D::force_update_bone_children_transforms(int p_bone_idx) {
|
|||
|
||||
emit_signal(SceneStringNames::get_singleton()->bone_pose_changed, current_bone_idx);
|
||||
}
|
||||
rest_dirty = false;
|
||||
}
|
||||
|
||||
void Skeleton3D::_bind_methods() {
|
||||
|
|
Loading…
Reference in a new issue