Merge pull request #98874 from aaronfranke/gltf-preserve-visibility
GLTF: Preserve node visibility on import
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@ -2622,6 +2622,7 @@ Node *ResourceImporterScene::_generate_meshes(Node *p_node, const Dictionary &p_
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mesh_node->set_layer_mask(src_mesh_node->get_layer_mask());
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mesh_node->set_cast_shadows_setting(src_mesh_node->get_cast_shadows_setting());
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mesh_node->set_visible(src_mesh_node->is_visible());
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mesh_node->set_visibility_range_begin(src_mesh_node->get_visibility_range_begin());
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mesh_node->set_visibility_range_begin_margin(src_mesh_node->get_visibility_range_begin_margin());
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mesh_node->set_visibility_range_end(src_mesh_node->get_visibility_range_end());
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@ -368,6 +368,7 @@ void SceneImportSettingsDialog::_fill_scene(Node *p_node, TreeItem *p_parent_ite
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mesh_node->set_transform(src_mesh_node->get_transform());
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mesh_node->set_skin(src_mesh_node->get_skin());
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mesh_node->set_skeleton_path(src_mesh_node->get_skeleton_path());
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mesh_node->set_visible(src_mesh_node->is_visible());
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if (src_mesh_node->get_mesh().is_valid()) {
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Ref<ImporterMesh> editor_mesh = src_mesh_node->get_mesh();
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mesh_node->set_mesh(editor_mesh->get_mesh());
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