Fixed disconnecting not connected signal
This commit is contained in:
@@ -1037,7 +1037,9 @@ void CPUParticles2D::_set_redraw(bool p_redraw) {
|
||||
|
||||
VS::get_singleton()->multimesh_set_visible_instances(multimesh, -1);
|
||||
} else {
|
||||
VS::get_singleton()->disconnect("frame_pre_draw", this, "_update_render_thread");
|
||||
if (VS::get_singleton()->is_connected("frame_pre_draw", this, "_update_render_thread")) {
|
||||
VS::get_singleton()->disconnect("frame_pre_draw", this, "_update_render_thread");
|
||||
}
|
||||
VS::get_singleton()->canvas_item_set_update_when_visible(get_canvas_item(), false);
|
||||
|
||||
VS::get_singleton()->multimesh_set_visible_instances(multimesh, 0);
|
||||
|
||||
@@ -1124,7 +1124,9 @@ void CPUParticles::_set_redraw(bool p_redraw) {
|
||||
VS::get_singleton()->instance_geometry_set_flag(get_instance(), VS::INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE, true);
|
||||
VS::get_singleton()->multimesh_set_visible_instances(multimesh, -1);
|
||||
} else {
|
||||
VS::get_singleton()->disconnect("frame_pre_draw", this, "_update_render_thread");
|
||||
if (VS::get_singleton()->is_connected("frame_pre_draw", this, "_update_render_thread")) {
|
||||
VS::get_singleton()->disconnect("frame_pre_draw", this, "_update_render_thread");
|
||||
}
|
||||
VS::get_singleton()->instance_geometry_set_flag(get_instance(), VS::INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE, false);
|
||||
VS::get_singleton()->multimesh_set_visible_instances(multimesh, 0);
|
||||
}
|
||||
|
||||
@@ -460,7 +460,9 @@ void SoftBody::update_physics_server() {
|
||||
} else {
|
||||
|
||||
PhysicsServer::get_singleton()->soft_body_set_mesh(physics_rid, NULL);
|
||||
VS::get_singleton()->disconnect("frame_pre_draw", this, "_draw_soft_mesh");
|
||||
if (VS::get_singleton()->is_connected("frame_pre_draw", this, "_draw_soft_mesh")) {
|
||||
VS::get_singleton()->disconnect("frame_pre_draw", this, "_draw_soft_mesh");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user