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path: root/editor/plugins/bone_map_editor_plugin.cpp
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Diffstat (limited to 'editor/plugins/bone_map_editor_plugin.cpp')
-rw-r--r--editor/plugins/bone_map_editor_plugin.cpp7
1 files changed, 4 insertions, 3 deletions
diff --git a/editor/plugins/bone_map_editor_plugin.cpp b/editor/plugins/bone_map_editor_plugin.cpp
index d8c020eb29..e67f3bd596 100644
--- a/editor/plugins/bone_map_editor_plugin.cpp
+++ b/editor/plugins/bone_map_editor_plugin.cpp
@@ -173,6 +173,7 @@ void BonePicker::create_editors() {
add_child(vbox);
bones = memnew(Tree);
+ bones->set_auto_translate_mode(AUTO_TRANSLATE_MODE_DISABLED);
bones->set_select_mode(Tree::SELECT_SINGLE);
bones->set_v_size_flags(Control::SIZE_EXPAND_FILL);
bones->set_hide_root(true);
@@ -195,7 +196,7 @@ void BonePicker::create_bones_tree(Skeleton3D *p_skeleton) {
items.insert(-1, root);
- Ref<Texture> bone_icon = get_editor_theme_icon(SNAME("BoneAttachment3D"));
+ Ref<Texture> bone_icon = get_editor_theme_icon(SNAME("Bone"));
Vector<int> bones_to_process = p_skeleton->get_parentless_bones();
bool is_first = true;
@@ -420,7 +421,7 @@ void BoneMapper::recreate_editor() {
for (int i = 0; i < len; i++) {
if (profile->get_group(i) == profile->get_group_name(current_group_idx)) {
- BoneMapperButton *mb = memnew(BoneMapperButton(profile->get_bone_name(i), profile->is_require(i), current_bone_idx == i));
+ BoneMapperButton *mb = memnew(BoneMapperButton(profile->get_bone_name(i), profile->is_required(i), current_bone_idx == i));
mb->connect("pressed", callable_mp(this, &BoneMapper::set_current_bone_idx).bind(i), CONNECT_DEFERRED);
mb->set_h_grow_direction(GROW_DIRECTION_BOTH);
mb->set_v_grow_direction(GROW_DIRECTION_BOTH);
@@ -1139,7 +1140,7 @@ void BoneMapper::auto_mapping_process(Ref<BoneMap> &p_bone_map) {
children.erase(ls_idx);
children.erase(rs_idx);
String word = "spine"; // It would be better to limit the search with "spine" because it could be mistaken with breast, wing and etc...
- for (int i = 0; children.size(); i++) {
+ for (int i = 0; i < children.size(); i++) {
bone_idx = children[i];
if (is_match_with_bone_name(skeleton->get_bone_name(bone_idx), word)) {
neck = bone_idx;