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author | Aaron Franke <arnfranke@yahoo.com> | 2023-10-06 02:00:36 -0500 |
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committer | Aaron Franke <arnfranke@yahoo.com> | 2023-11-26 22:59:01 -0600 |
commit | a8dc34b8f0234dd798ce50703572b7df86ab8dd1 (patch) | |
tree | 5260a0f103178cd88c97b03e4e71f8aa59cf38e0 /editor/plugins/bone_map_editor_plugin.cpp | |
parent | 5df98679672c12d96b4ac4d96ee17f1559207401 (diff) | |
download | redot-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.cpp | 2 |
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; } |