Skeleton3D: Only reset rest_dirty after ALL bone transforms have finished update

This commit is contained in:
Lyuma 2023-06-08 19:23:14 -07:00
parent 0a0132ccf4
commit c567d46a2f

View File

@ -906,6 +906,7 @@ void Skeleton3D::force_update_all_bone_transforms() {
for (int i = 0; i < parentless_bones.size(); i++) {
force_update_bone_children_transforms(parentless_bones[i]);
}
rest_dirty = false;
}
void Skeleton3D::force_update_bone_children_transforms(int p_bone_idx) {
@ -963,7 +964,6 @@ void Skeleton3D::force_update_bone_children_transforms(int p_bone_idx) {
emit_signal(SceneStringNames::get_singleton()->bone_pose_changed, current_bone_idx);
}
rest_dirty = false;
}
void Skeleton3D::_bind_methods() {