From dd1e02d20ce579f5e29c3dcfd707a2111512ad0e Mon Sep 17 00:00:00 2001 From: Jowan-Spooner Date: Tue, 15 Jul 2025 23:27:01 +0200 Subject: [PATCH] First fix for speaker portraits --- .../Modules/Character/subsystem_portraits.gd | 14 +------------- 1 file changed, 1 insertion(+), 13 deletions(-) diff --git a/addons/dialogic/Modules/Character/subsystem_portraits.gd b/addons/dialogic/Modules/Character/subsystem_portraits.gd index c0aceb4f5..c7d4cf75b 100644 --- a/addons/dialogic/Modules/Character/subsystem_portraits.gd +++ b/addons/dialogic/Modules/Character/subsystem_portraits.gd @@ -661,19 +661,7 @@ func change_speaker(speaker: DialogicCharacter = null, portrait := "") -> void: continue if just_joined: - ResourceLoader.load_threaded_request(speaker.get_identifier()) - - var load_status = ResourceLoader.load_threaded_get_status(speaker.get_identifier()) - while load_status == ResourceLoader.THREAD_LOAD_IN_PROGRESS: - await get_tree().process_frame - load_status = ResourceLoader.load_threaded_get_status(speaker.get_identifier()) - - if load_status == ResourceLoader.THREAD_LOAD_LOADED: - speaker = ResourceLoader.load_threaded_get(speaker.get_identifier()) - _create_character_node(speaker, container) - else: - push_error('[Dialogic] Failed to load speaker "' + str(speaker.get_identifier()) + '".') - continue + _create_character_node(speaker, container) elif portrait.is_empty(): continue