mirror of
https://github.com/godotengine/godot
synced 2024-09-05 17:02:29 +00:00
Don't replace RootMotionView with Node in a running project
This behavior was inconsistent with other editor-only nodes such as Position3D, Position2D and ReferenceRect. It also caused issues when a script extended RootMotionView as it ceased to work when the project was run.
This commit is contained in:
parent
3b39f00761
commit
813bfe00f3
|
@ -5,25 +5,25 @@
|
|||
</brief_description>
|
||||
<description>
|
||||
[i]Root motion[/i] refers to an animation technique where a mesh's skeleton is used to give impulse to a character. When working with 3D animations, a popular technique is for animators to use the root skeleton bone to give motion to the rest of the skeleton. This allows animating characters in a way where steps actually match the floor below. It also allows precise interaction with objects during cinematics. See also [AnimationTree].
|
||||
[b]Note:[/b] [RootMotionView] is only visible in the editor. It will be hidden automatically in the running project, and will also be converted to a plain [Node] in the running project. This means a script attached to a [RootMotionView] node [i]must[/i] have [code]extends Node[/code] instead of [code]extends RootMotionView[/code]. Additionally, it must not be a [code]@tool[/code] script.
|
||||
[b]Note:[/b] [RootMotionView] is only visible in the editor. It will be hidden automatically in the running project.
|
||||
</description>
|
||||
<tutorials>
|
||||
<link title="Using AnimationTree - Root motion">$DOCS_URL/tutorials/animation/animation_tree.html#root-motion</link>
|
||||
</tutorials>
|
||||
<members>
|
||||
<member name="animation_path" type="NodePath" setter="set_animation_path" getter="get_animation_path">
|
||||
<member name="animation_path" type="NodePath" setter="set_animation_path" getter="get_animation_path" default="NodePath("")">
|
||||
Path to an [AnimationTree] node to use as a basis for root motion.
|
||||
</member>
|
||||
<member name="cell_size" type="float" setter="set_cell_size" getter="get_cell_size">
|
||||
<member name="cell_size" type="float" setter="set_cell_size" getter="get_cell_size" default="1.0">
|
||||
The grid's cell size in 3D units.
|
||||
</member>
|
||||
<member name="color" type="Color" setter="set_color" getter="get_color">
|
||||
<member name="color" type="Color" setter="set_color" getter="get_color" default="Color(0.5, 0.5, 1, 1)">
|
||||
The grid's color.
|
||||
</member>
|
||||
<member name="radius" type="float" setter="set_radius" getter="get_radius">
|
||||
<member name="radius" type="float" setter="set_radius" getter="get_radius" default="10.0">
|
||||
The grid's radius in 3D units. The grid's opacity will fade gradually as the distance from the origin increases until this [member radius] is reached.
|
||||
</member>
|
||||
<member name="zero_y" type="bool" setter="set_zero_y" getter="get_zero_y">
|
||||
<member name="zero_y" type="bool" setter="set_zero_y" getter="get_zero_y" default="true">
|
||||
If [code]true[/code], the grid's points will all be on the same Y coordinate ([i]local[/i] Y = 0). If [code]false[/code], the points' original Y coordinate is preserved.
|
||||
</member>
|
||||
</members>
|
||||
|
|
|
@ -6157,8 +6157,6 @@ EditorNode::EditorNode() {
|
|||
|
||||
register_exporters();
|
||||
|
||||
ClassDB::set_class_enabled("RootMotionView", true);
|
||||
|
||||
EDITOR_DEF("interface/editor/save_on_focus_loss", false);
|
||||
EDITOR_DEF("interface/editor/show_update_spinner", false);
|
||||
EDITOR_DEF("interface/editor/update_continuously", false);
|
||||
|
|
|
@ -523,9 +523,7 @@ void register_scene_types() {
|
|||
GDREGISTER_CLASS(GPUParticlesAttractorVectorField3D);
|
||||
GDREGISTER_CLASS(CPUParticles3D);
|
||||
GDREGISTER_CLASS(Position3D);
|
||||
|
||||
GDREGISTER_CLASS(RootMotionView);
|
||||
ClassDB::set_class_enabled("RootMotionView", false); // disabled by default, enabled by editor
|
||||
|
||||
OS::get_singleton()->yield(); // may take time to init
|
||||
|
||||
|
|
Loading…
Reference in a new issue