[4.2] GLTF: Preserve node visibility on import

This commit is contained in:
Aaron Franke
2024-11-05 19:09:09 -08:00
parent 73d4fc7082
commit 8bf8028d3b
3 changed files with 9 additions and 6 deletions

View File

@@ -2173,6 +2173,7 @@ Node *ResourceImporterScene::_generate_meshes(Node *p_node, const Dictionary &p_
mesh_node->set_layer_mask(src_mesh_node->get_layer_mask());
mesh_node->set_cast_shadows_setting(src_mesh_node->get_cast_shadows_setting());
mesh_node->set_visible(src_mesh_node->is_visible());
mesh_node->set_visibility_range_begin(src_mesh_node->get_visibility_range_begin());
mesh_node->set_visibility_range_begin_margin(src_mesh_node->get_visibility_range_begin_margin());
mesh_node->set_visibility_range_end(src_mesh_node->get_visibility_range_end());

View File

@@ -307,6 +307,7 @@ void SceneImportSettings::_fill_scene(Node *p_node, TreeItem *p_parent_item) {
mesh_node->set_transform(src_mesh_node->get_transform());
mesh_node->set_skin(src_mesh_node->get_skin());
mesh_node->set_skeleton_path(src_mesh_node->get_skeleton_path());
mesh_node->set_visible(src_mesh_node->is_visible());
if (src_mesh_node->get_mesh().is_valid()) {
Ref<ImporterMesh> editor_mesh = src_mesh_node->get_mesh();
mesh_node->set_mesh(editor_mesh->get_mesh());