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Use SceneStringNames in Skeleton3DEditorPlugin
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@ -837,10 +837,10 @@ void Skeleton3DEditor::_notification(int p_what) {
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joint_tree->connect("item_selected", callable_mp(this, &Skeleton3DEditor::_joint_tree_selection_changed));
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joint_tree->connect("item_mouse_selected", callable_mp(this, &Skeleton3DEditor::_joint_tree_rmb_select));
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#ifdef TOOLS_ENABLED
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skeleton->connect("pose_updated", callable_mp(this, &Skeleton3DEditor::_draw_gizmo));
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skeleton->connect("pose_updated", callable_mp(this, &Skeleton3DEditor::_update_properties));
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skeleton->connect("bone_enabled_changed", callable_mp(this, &Skeleton3DEditor::_bone_enabled_changed));
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skeleton->connect("show_rest_only_changed", callable_mp(this, &Skeleton3DEditor::_update_gizmo_visible));
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skeleton->connect(SceneStringNames::get_singleton()->pose_updated, callable_mp(this, &Skeleton3DEditor::_draw_gizmo));
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skeleton->connect(SceneStringNames::get_singleton()->pose_updated, callable_mp(this, &Skeleton3DEditor::_update_properties));
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skeleton->connect(SceneStringNames::get_singleton()->bone_enabled_changed, callable_mp(this, &Skeleton3DEditor::_bone_enabled_changed));
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skeleton->connect(SceneStringNames::get_singleton()->show_rest_only_changed, callable_mp(this, &Skeleton3DEditor::_update_gizmo_visible));
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#endif
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get_tree()->connect("node_removed", callable_mp(this, &Skeleton3DEditor::_node_removed), Object::CONNECT_ONE_SHOT);
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@ -865,10 +865,10 @@ void Skeleton3DEditor::_notification(int p_what) {
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if (skeleton) {
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select_bone(-1); // Requires that the joint_tree has not been deleted.
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#ifdef TOOLS_ENABLED
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skeleton->disconnect("show_rest_only_changed", callable_mp(this, &Skeleton3DEditor::_update_gizmo_visible));
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skeleton->disconnect("bone_enabled_changed", callable_mp(this, &Skeleton3DEditor::_bone_enabled_changed));
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skeleton->disconnect("pose_updated", callable_mp(this, &Skeleton3DEditor::_draw_gizmo));
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skeleton->disconnect("pose_updated", callable_mp(this, &Skeleton3DEditor::_update_properties));
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skeleton->disconnect(SceneStringNames::get_singleton()->show_rest_only_changed, callable_mp(this, &Skeleton3DEditor::_update_gizmo_visible));
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skeleton->disconnect(SceneStringNames::get_singleton()->bone_enabled_changed, callable_mp(this, &Skeleton3DEditor::_bone_enabled_changed));
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skeleton->disconnect(SceneStringNames::get_singleton()->pose_updated, callable_mp(this, &Skeleton3DEditor::_draw_gizmo));
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skeleton->disconnect(SceneStringNames::get_singleton()->pose_updated, callable_mp(this, &Skeleton3DEditor::_update_properties));
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skeleton->set_transform_gizmo_visible(true);
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#endif
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if (handles_mesh_instance->get_parent()) {
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