Fix stack overflow when using recursion with nested scene animations
#519
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@@ -202,7 +202,8 @@ private:
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void Restore(SceneAnimation* anim, int32 stateIndexOffset);
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bool TickPropertyTrack(int32 trackIndex, int32 stateIndexOffset, SceneAnimation* anim, float time, const SceneAnimation::Track& track, TrackInstance& state, void* target);
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void Tick(SceneAnimation* anim, float time, float dt, int32 stateIndexOffset);
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typedef Array<SceneAnimation*, FixedAllocation<8>> CallStack;
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void Tick(SceneAnimation* anim, float time, float dt, int32 stateIndexOffset, CallStack& callStack);
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void Tick();
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void OnAnimationModified();
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void ResetState();
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