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path: root/scene/resources/skeleton_modification_stack_2d.cpp
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2022-09-142D and 3D Skeleton modification docs, and small fixes.Lyuma
Mark SkeletonModificationStack3D and related as deprecated. Mark local bone override and axis functions deprecated in Skeleton3D api. Fix array property glitch in SkeletonModificationStack2D Mark SkeletonModificationStack2D and related APIs as experimental. Mark SkeletonIK3D as deprecated.
2022-08-29Rename `CanvasItem.update()` to `queue_redraw()`Micky
Affects a lot of classes. Very thoroughly checked signal connections and deferred calls to this method, add_do_method/add_undo_method calls, and so on. Also renames the internal `_update_callback()` to `_redraw_callback()` for consistency. Just a few comments have also been changed to say "redraw". In CPUParticles2D, there was a private variable with the same name. It has been renamed to `do_redraw`.
2022-05-07Change skeleton modification 2d and 3d to use the array inspector.K. S. Ernest (iFire) Lee
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-11-23Rename `remove()` to `remove_at()` when removing by indexLightning_A
2021-11-16add input validation for set_modification_countKodi
update error macros for set_modification_count
2021-10-09Fix missing argument names in bindingsRémi Verschelde
While at it, tweak some boolean setters to use `p_enabled` for the bool. Also renames `draw_minimap()` to `set_draw_minimap()`.
2021-06-13Validate parameter of SkeletonModificationStack2D::add_modificationHaoyu Qiu
2021-06-05New and improved IK system for Skeleton2DTwistedTwigleg
This PR and commit adds a new IK system for 2D with the Skeleton2D node that adds several new IK solvers, a way to control bones in a Skeleton2D node similar to that in Skeleton3D. It also adds additional changes and functionality. This work was sponsored by GSoC 2020 and TwistedTwigleg. Full list of changes: * Adds a SkeletonModifier2D resource * This resource is the base where all IK code is written and executed * Has a function for clamping angles, since it is so commonly used * Modifiers are unique when duplicated so it works with instancing * Adds a SkeletonModifierStack2D resource * This resource manages a series of SkeletonModification2Ds * This is what the Skeleton2D directly interfaces with to make IK possible * Adds SkeletonModifier2D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK * Each modification is in its own file * There is also a SkeletonModifier2D resource that acts as a stack for using multiple stacks together * Adds a PhysicalBone2D node * Works similar to the PhysicalBone3D node, but uses a RigidBody2D node * Changes to Skeleton2D listed below: * Skeleton2D now holds a single SkeletonModificationStack2D for IK * Skeleton2D now has a local_pose_override, which overrides the Bone2D position similar to how the overrides work in Skeleton3D * Changes to Bone2D listed below: * The default_length property has been changed to length. Length is the length of the bone to its child bone node * New bone_angle property, which is the angle the bone has to its first child bone node * Bone2D caches its transform when not modified by IK for IK interpolation purposes * Bone2D draws its own editor gizmo, though this is stated to change in the future * Changes to CanvasItemEditor listed below: * Bone2D gizmo drawing code removed * The 2D IK code is removed. Now Bone2D is the only bone system for 2D * Transform2D now has a looking_at function for rotating to face a position * Two new node notifications: NOTIFICATION_EDITOR_PRE_SAVE and NOTIFICATION_EDITOR_POST_SAVE * These notifications only are called in the editor right before and after saving a scene * Needed for not saving the IK position when executing IK in the editor * Documentation for all the changes listed above.