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authorAaron Franke <arnfranke@yahoo.com>2023-10-06 02:00:36 -0500
committerAaron Franke <arnfranke@yahoo.com>2023-11-26 22:59:01 -0600
commita8dc34b8f0234dd798ce50703572b7df86ab8dd1 (patch)
tree5260a0f103178cd88c97b03e4e71f8aa59cf38e0 /editor/plugins/bone_map_editor_plugin.cpp
parent5df98679672c12d96b4ac4d96ee17f1559207401 (diff)
downloadredot-engine-a8dc34b8f0234dd798ce50703572b7df86ab8dd1.tar.gz
Rename ImportSettings dialogs to have "Dialog" in the name
Diffstat (limited to 'editor/plugins/bone_map_editor_plugin.cpp')
-rw-r--r--editor/plugins/bone_map_editor_plugin.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/editor/plugins/bone_map_editor_plugin.cpp b/editor/plugins/bone_map_editor_plugin.cpp
index 7d15edef1e..db61c95474 100644
--- a/editor/plugins/bone_map_editor_plugin.cpp
+++ b/editor/plugins/bone_map_editor_plugin.cpp
@@ -1347,7 +1347,7 @@ void BoneMapEditor::create_editors() {
void BoneMapEditor::fetch_objects() {
skeleton = nullptr;
// Hackey... but it may be the easiest way to get a selected object from "ImporterScene".
- SceneImportSettings *si = SceneImportSettings::get_singleton();
+ SceneImportSettingsDialog *si = SceneImportSettingsDialog::get_singleton();
if (!si) {
return;
}