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synced 2025-12-06 07:17:42 -05:00
Make conversions from NodePath to String explicit.
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@@ -7051,7 +7051,7 @@ Ref<GLTFObjectModelProperty> GLTFDocument::export_object_model_property(Ref<GLTF
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Ref<GLTFObjectModelProperty> ret;
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const Object *target_object = p_godot_node;
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const Vector<StringName> subpath = p_node_path.get_subnames();
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ERR_FAIL_COND_V_MSG(subpath.is_empty(), ret, "glTF: Cannot export empty property. No property was specified in the NodePath: " + p_node_path);
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ERR_FAIL_COND_V_MSG(subpath.is_empty(), ret, "glTF: Cannot export empty property. No property was specified in the NodePath: " + String(p_node_path));
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int target_prop_depth = 0;
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for (StringName subname : subpath) {
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Variant target_property = target_object->get(subname);
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@@ -7282,7 +7282,7 @@ void GLTFDocument::_import_animation(Ref<GLTFState> p_state, AnimationPlayer *p_
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const Skeleton3D *sk = p_state->skeletons[gltf_node->skeleton]->godot_skeleton;
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ERR_FAIL_NULL(sk);
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const String path = p_animation_player->get_parent()->get_path_to(sk);
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const String path = String(p_animation_player->get_parent()->get_path_to(sk));
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const String bone = gltf_node->get_name();
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transform_node_path = path + ":" + bone;
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} else {
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