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@@ -822,9 +822,9 @@ void AnimatedModel::SetSkeleton(const Skeleton& skeleton, bool createBones)
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// Create scene nodes for the bones
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if ((createBones && !dontCreateBonesHack)|| boneCreationOverride_)
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{
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-// ATOMIC END
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- //Remove this tag once new prefabs no longer depend on the temporary flag
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- String tempTag = "Atomic_Temporary";
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+ // Remove "atomic_temporary" once prefabs no longer depend on the temporary flag (prefabs 2.0)
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+ // https://github.com/AtomicGameEngine/AtomicGameEngine/issues/780
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+ const String tempTag = "atomic_temporary";
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for (Vector<Bone>::Iterator i = bones.Begin(); i != bones.End(); ++i)
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{
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@@ -835,12 +835,13 @@ void AnimatedModel::SetSkeleton(const Skeleton& skeleton, bool createBones)
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// Copy the model component's temporary status
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boneNode->SetTemporary(IsTemporary());
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- //Rather mark the nodes as temporary once new prefabs no longer depend on the temporary flag
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+ // Rather mark the nodes as temporary, remove for prefabs 2.0
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if (boneCreationOverride_)
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{
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if(boneNode->GetScene() != NULL)
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boneNode->AddTag(tempTag);
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}
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+// ATOMIC END
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i->node_ = boneNode;
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}
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