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authorAaron Franke <arnfranke@yahoo.com>2020-12-05 16:01:27 -0500
committerAaron Franke <arnfranke@yahoo.com>2020-12-05 17:56:47 -0500
commit1b348b3c17f76cc7af1a53b648f42e76e9102b26 (patch)
treee199803009bff5980c5fbe5a5a7e1a45b6884f2e /scene
parent91fd6374eb313aa31008a6b90f067644ede3e02f (diff)
downloadredot-engine-1b348b3c17f76cc7af1a53b648f42e76e9102b26.tar.gz
Remove connect *_compat methods
Diffstat (limited to 'scene')
-rw-r--r--scene/3d/skeleton_3d.cpp2
-rw-r--r--scene/animation/animation_node_state_machine.cpp4
2 files changed, 3 insertions, 3 deletions
diff --git a/scene/3d/skeleton_3d.cpp b/scene/3d/skeleton_3d.cpp
index 0ae1c0e3b6..4425af26f9 100644
--- a/scene/3d/skeleton_3d.cpp
+++ b/scene/3d/skeleton_3d.cpp
@@ -848,7 +848,7 @@ Ref<SkinReference> Skeleton3D::register_skin(const Ref<Skin> &p_skin) {
skin_bindings.insert(skin_ref.operator->());
- skin->connect_compat("changed", skin_ref.operator->(), "_skin_changed");
+ skin->connect("changed", Callable(skin_ref.operator->(), "_skin_changed"));
_make_dirty(); //skin needs to be updated, so update skeleton
diff --git a/scene/animation/animation_node_state_machine.cpp b/scene/animation/animation_node_state_machine.cpp
index 17ce05f130..36552c966d 100644
--- a/scene/animation/animation_node_state_machine.cpp
+++ b/scene/animation/animation_node_state_machine.cpp
@@ -565,7 +565,7 @@ void AnimationNodeStateMachine::replace_node(const StringName &p_name, Ref<Anima
{
Ref<AnimationNode> node = states[p_name].node;
if (node.is_valid()) {
- node->disconnect_compat("tree_changed", this, "_tree_changed");
+ node->disconnect("tree_changed", callable_mp(this, &AnimationNodeStateMachine::_tree_changed));
}
}
@@ -574,7 +574,7 @@ void AnimationNodeStateMachine::replace_node(const StringName &p_name, Ref<Anima
emit_changed();
emit_signal("tree_changed");
- p_node->connect_compat("tree_changed", this, "_tree_changed", varray(), CONNECT_REFERENCE_COUNTED);
+ p_node->connect("tree_changed", callable_mp(this, &AnimationNodeStateMachine::_tree_changed), varray(), CONNECT_REFERENCE_COUNTED);
}
Ref<AnimationNode> AnimationNodeStateMachine::get_node(const StringName &p_name) const {