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Add support for visualizing bones in Advanced Import Settings #76818
Add support for visualizing bones in Advanced Import Settings #76818
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FYI "bugsquad edit" means an edit to another user's post by a member of Godot's bugsquad or bug triage team. So it doesn't make sense to use it in your own PRs ;) |
Oh! I thought it was to connect it to a proposal in the other repo |
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I added a struct to hold the materials but now is not passing the check |
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It is failing here: #12 0x55e24ea7773e in Ref<ShaderMaterial>::~Ref() (/home/runner/work/godot/godot/bin/godot.linuxbsd.editor.dev.double.x86_64.san+0x47a0a73e)
#13 0x55e2519078d0 in Skeleton3DGizmoPlugin::SelectionMaterials::~SelectionMaterials() (/home/runner/work/godot/godot/bin/godot.linuxbsd.editor.dev.double.x86_64.san+0x4a89a8d0) |
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oh oooooh...... since finally checks had passed I wanted to squash merge commits and my work..... I guess I kinda f** up right |
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…tings. When a node with the Skeleton3D type is selected, the bones are drawn using lines or octahedrons to provide a clearer reference to their position. Refactored Skeleton3DGizmoPlugin::redraw now uses a static function to generate bone meshes Update editor/import/scene_import_settings.cpp editor/import/scene_import_settings.h editor/plugins/skeleton_3d_editor_plugin.h editor/plugins/skeleton_3d_editor_plugin.cpp
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This commit adds support for visualizing bones in Advanced Import Settings. When a node with the
Skeleton3D
type is selected, the bones are drawn using lines or octahedrons to provide a clearer reference to their position.Update
editor/import/scene_import_settings.cpp
editor/import/scene_import_settings.h