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@@ -143,7 +143,7 @@ void MeshInstance::set_mesh(const Ref<Mesh> &p_mesh) {
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mesh->connect(CoreStringNames::get_singleton()->changed, this, SceneStringNames::get_singleton()->_mesh_changed);
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materials.resize(mesh->get_surface_count());
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- _initialize_skinning();
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+ _initialize_skinning(false, false);
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} else {
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set_base(RID());
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@@ -208,7 +208,7 @@ bool MeshInstance::_is_software_skinning_enabled() const {
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return global_software_skinning;
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}
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-void MeshInstance::_initialize_skinning(bool p_force_reset) {
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+void MeshInstance::_initialize_skinning(bool p_force_reset, bool p_call_attach_skeleton) {
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if (mesh.is_null()) {
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return;
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}
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@@ -324,7 +324,9 @@ void MeshInstance::_initialize_skinning(bool p_force_reset) {
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update_mesh = true;
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}
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- visual_server->instance_attach_skeleton(get_instance(), RID());
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+ if (p_call_attach_skeleton) {
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+ visual_server->instance_attach_skeleton(get_instance(), RID());
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+ }
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if (is_visible_in_tree() && (software_skinning_flags & SoftwareSkinning::FLAG_BONES_READY)) {
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// Intialize from current skeleton pose.
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@@ -336,7 +338,9 @@ void MeshInstance::_initialize_skinning(bool p_force_reset) {
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skin_ref->get_skeleton_node()->disconnect("skeleton_updated", this, "_update_skinning");
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}
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- visual_server->instance_attach_skeleton(get_instance(), skin_ref->get_skeleton());
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+ if (p_call_attach_skeleton) {
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+ visual_server->instance_attach_skeleton(get_instance(), skin_ref->get_skeleton());
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+ }
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if (software_skinning) {
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memdelete(software_skinning);
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@@ -345,7 +349,9 @@ void MeshInstance::_initialize_skinning(bool p_force_reset) {
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}
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}
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} else {
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- visual_server->instance_attach_skeleton(get_instance(), RID());
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+ if (p_call_attach_skeleton) {
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+ visual_server->instance_attach_skeleton(get_instance(), RID());
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+ }
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if (software_skinning) {
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memdelete(software_skinning);
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software_skinning = nullptr;
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