Allow setting an animation source by asset path - #836
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Gopmyc wants to merge 1 commit into
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See #835 (comment) Happy to discuss if needed |
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Description
Adds a
const std::string&overload ofCSkinnedMeshRenderer::SetAnimationSourceModelthatresolves the path through
ModelManager, and binds it alongside the existingModel*form.Scripts can now assign an animation source, which was previously impossible: Lua has no way to
obtain a
Model*.Resolution lives in the component, next to the existing setter, so the binding stays a plain
sol::overloadof twosol::resolveentries, the same shape already used forSetAnimation.An empty path clears the source; an unresolvable one is logged and leaves the current source
untouched.
Related Issue(s)
Fixes #835
Review Guidance
Behaviour of the existing
Model*overload is unchanged; no current call site passes a literalnullptr, so the added overload introduces no ambiguity.CMaterialRendereralready resolves itsassets through
ServiceLocator, so the component-side dependency onModelManageris not new.Screenshots/GIFs
N/A
AI Usage Disclosure
N/A
Checklist