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author | TwistedTwigleg <beard.noah@gmail.com> | 2020-07-27 15:27:58 -0400 |
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committer | TwistedTwigleg <beard.noah@gmail.com> | 2020-09-08 17:50:36 -0400 |
commit | a622649876374ffef9b92b581c255cc5d29cd203 (patch) | |
tree | 4e4af7683607380cdf49b04d1efe9497e6a7f2ab /thirdparty/mbedtls/library/x509write_csr.c | |
parent | 057489b329268ab5fe5ae34f17094ea818b0673f (diff) |
Changes to SkeletonIK:
* Removed the pointers to PhysicalBone in the code, as they were unused.
* Forward ported the SkeletonIK bone scaling fix I made from Godot 3.2 to Godot 4.0.
* Fixed issue where the root bone in the IK chain would not rotate correctly.
* The issue turned out to be the update_chain function being called in solve. This would override the root bone transform incorrectly and that would cause it not to rotate after just a single solve. Removing the update_chain function fixes the issue and based on my testing there are no adverse effects.
* While the old fix on this PR (prior to a force push) required a hack fix, this new fix does not!
* Removed the update_chain function. This change doesn't appear to have any adverse effects in any of the projects I tested (including with animations, Skeleton3D or otherwise, from AnimationPlayer nodes!)
* Fixed issue where the scale of the Skeleton node would change the position of the target, causing it not to work with skeletons that have a global scale of anything but 1.
Diffstat (limited to 'thirdparty/mbedtls/library/x509write_csr.c')
0 files changed, 0 insertions, 0 deletions