SceneMainLoop -> SceneTree
-=-=-=-=-=-=-=-=-=-=-=-=-=- *YOUR SOURCE MIGHT NOT WORK* For mor information on fix: https://github.com/okamstudio/godot/wiki/devel_scene_tree Other stuff: -Shower of bullets demo -Fixes all around
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@ -30,7 +30,7 @@
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void AnimationCache::_node_exit_scene(Node *p_node) {
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void AnimationCache::_node_exit_tree(Node *p_node) {
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//it is one shot, so it disconnects upon arrival
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@ -59,7 +59,7 @@ void AnimationCache::_clear_cache() {
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while(connected_nodes.size()) {
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connected_nodes.front()->get()->disconnect("exit_scene",this,"_node_exit_scene");
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connected_nodes.front()->get()->disconnect("exit_tree",this,"_node_exit_tree");
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connected_nodes.erase(connected_nodes.front());
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}
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path_cache.clear();;
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@ -73,7 +73,7 @@ void AnimationCache::_update_cache() {
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cache_valid=false;
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ERR_FAIL_COND(!root);
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ERR_FAIL_COND(!root->is_inside_scene());
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ERR_FAIL_COND(!root->is_inside_tree());
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ERR_FAIL_COND(animation.is_null());
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for(int i=0;i<animation->get_track_count();i++) {
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@ -206,7 +206,7 @@ void AnimationCache::_update_cache() {
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if (!connected_nodes.has(path.node)) {
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connected_nodes.insert(path.node);
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path.node->connect("exit_scene",this,"_node_exit_scene",Node::make_binds(path.node),CONNECT_ONESHOT);
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path.node->connect("exit_tree",this,"_node_exit_tree",Node::make_binds(path.node),CONNECT_ONESHOT);
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}
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@ -368,7 +368,7 @@ void AnimationCache::set_animation(const Ref<Animation>& p_animation) {
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void AnimationCache::_bind_methods() {
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ObjectTypeDB::bind_method(_MD("_node_exit_scene"),&AnimationCache::_node_exit_scene);
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ObjectTypeDB::bind_method(_MD("_node_exit_tree"),&AnimationCache::_node_exit_tree);
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ObjectTypeDB::bind_method(_MD("_animation_changed"),&AnimationCache::_animation_changed);
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}
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