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authorTwistedTwigleg <beard.noah@gmail.com>2020-07-27 15:27:58 -0400
committerTwistedTwigleg <beard.noah@gmail.com>2020-09-08 17:50:36 -0400
commita622649876374ffef9b92b581c255cc5d29cd203 (patch)
tree4e4af7683607380cdf49b04d1efe9497e6a7f2ab /thirdparty/mbedtls/library/x509write_csr.c
parent057489b329268ab5fe5ae34f17094ea818b0673f (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.
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