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author | Thaddeus Crews <repiteo@outlook.com> | 2024-11-07 12:36:35 -0600 |
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committer | Thaddeus Crews <repiteo@outlook.com> | 2024-11-07 12:36:35 -0600 |
commit | 3a7efc9edfbabe39d7182bccf09459d9794111dd (patch) | |
tree | 533ee92a2c3b89986c4c6b52a00af208987909ca /editor | |
parent | 9b23b202ae3f922d5633a38a03dfe26f8c4a6d6b (diff) | |
parent | 924732772b7a168324523af13ae8daa52c16bb1f (diff) | |
download | redot-engine-3a7efc9edfbabe39d7182bccf09459d9794111dd.tar.gz |
Merge pull request #98874 from aaronfranke/gltf-preserve-visibility
GLTF: Preserve node visibility on import
Diffstat (limited to 'editor')
-rw-r--r-- | editor/import/3d/resource_importer_scene.cpp | 1 | ||||
-rw-r--r-- | editor/import/3d/scene_import_settings.cpp | 1 |
2 files changed, 2 insertions, 0 deletions
diff --git a/editor/import/3d/resource_importer_scene.cpp b/editor/import/3d/resource_importer_scene.cpp index d2e3b7927b..edf7aa66f0 100644 --- a/editor/import/3d/resource_importer_scene.cpp +++ b/editor/import/3d/resource_importer_scene.cpp @@ -2622,6 +2622,7 @@ Node *ResourceImporterScene::_generate_meshes(Node *p_node, const Dictionary &p_ mesh_node->set_layer_mask(src_mesh_node->get_layer_mask()); mesh_node->set_cast_shadows_setting(src_mesh_node->get_cast_shadows_setting()); + mesh_node->set_visible(src_mesh_node->is_visible()); mesh_node->set_visibility_range_begin(src_mesh_node->get_visibility_range_begin()); mesh_node->set_visibility_range_begin_margin(src_mesh_node->get_visibility_range_begin_margin()); mesh_node->set_visibility_range_end(src_mesh_node->get_visibility_range_end()); diff --git a/editor/import/3d/scene_import_settings.cpp b/editor/import/3d/scene_import_settings.cpp index 645b7fda88..945c1811d7 100644 --- a/editor/import/3d/scene_import_settings.cpp +++ b/editor/import/3d/scene_import_settings.cpp @@ -368,6 +368,7 @@ void SceneImportSettingsDialog::_fill_scene(Node *p_node, TreeItem *p_parent_ite mesh_node->set_transform(src_mesh_node->get_transform()); mesh_node->set_skin(src_mesh_node->get_skin()); mesh_node->set_skeleton_path(src_mesh_node->get_skeleton_path()); + mesh_node->set_visible(src_mesh_node->is_visible()); if (src_mesh_node->get_mesh().is_valid()) { Ref<ImporterMesh> editor_mesh = src_mesh_node->get_mesh(); mesh_node->set_mesh(editor_mesh->get_mesh()); |