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Add const lvalue ref to editor/* container parameters
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bb6b06c813
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119 changed files with 397 additions and 397 deletions
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@ -136,7 +136,7 @@ void BoneMapperItem::_open_picker() {
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emit_signal(SNAME("pick"), profile_bone_name);
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}
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void BoneMapperItem::_value_changed(const String &p_property, Variant p_value, const String &p_name, bool p_changing) {
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void BoneMapperItem::_value_changed(const String &p_property, const Variant &p_value, const String &p_name, bool p_changing) {
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bone_map->set(p_property, p_value);
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}
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@ -534,12 +534,12 @@ void BoneMapper::_clear_mapping_current_group() {
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}
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#ifdef MODULE_REGEX_ENABLED
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bool BoneMapper::is_match_with_bone_name(String p_bone_name, String p_word) {
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bool BoneMapper::is_match_with_bone_name(const String &p_bone_name, const String &p_word) {
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RegEx re = RegEx(p_word);
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return !re.search(p_bone_name.to_lower()).is_null();
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}
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int BoneMapper::search_bone_by_name(Skeleton3D *p_skeleton, Vector<String> p_picklist, BoneSegregation p_segregation, int p_parent, int p_child, int p_children_count) {
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int BoneMapper::search_bone_by_name(Skeleton3D *p_skeleton, const Vector<String> &p_picklist, BoneSegregation p_segregation, int p_parent, int p_child, int p_children_count) {
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// There may be multiple candidates hit by existing the subsidiary bone.
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// The one with the shortest name is probably the original.
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LocalVector<String> hit_list;
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@ -617,7 +617,7 @@ int BoneMapper::search_bone_by_name(Skeleton3D *p_skeleton, Vector<String> p_pic
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return skeleton->find_bone(shortest);
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}
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BoneMapper::BoneSegregation BoneMapper::guess_bone_segregation(String p_bone_name) {
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BoneMapper::BoneSegregation BoneMapper::guess_bone_segregation(const String &p_bone_name) {
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String fixed_bn = p_bone_name.to_snake_case();
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LocalVector<String> left_words;
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@ -1279,12 +1279,12 @@ void BoneMapper::auto_mapping_process(Ref<BoneMap> &p_bone_map) {
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}
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#endif // MODULE_REGEX_ENABLED
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void BoneMapper::_value_changed(const String &p_property, Variant p_value, const String &p_name, bool p_changing) {
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void BoneMapper::_value_changed(const String &p_property, const Variant &p_value, const String &p_name, bool p_changing) {
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set(p_property, p_value);
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recreate_editor();
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}
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void BoneMapper::_profile_changed(const String &p_property, Variant p_value, const String &p_name, bool p_changing) {
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void BoneMapper::_profile_changed(const String &p_property, const Variant &p_value, const String &p_name, bool p_changing) {
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bone_map->set(p_property, p_value);
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// Run auto mapping when setting SkeletonProfileHumanoid by GUI Editor.
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