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Having BoneAttachment node before a Physical Bone for the same bone throws error #42010

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Tracked by #45333
Miziziziz opened this issue Sep 12, 2020 · 3 comments
Closed
Tracked by #45333

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@Miziziziz
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Godot version: 3.2.2 stable

OS/device including version: Windows 10

Issue description:

having a bone attachment node attached to a non root bone before a physical bone for that same bone in the heirarchy as shown:
image

throws this error message:
scene/3d/skeleton.cpp:637 - Condition "bones[p_bone].physical_bone" is true.
./core/list.h:158 - Condition "!p_I" is true. Returned: false
image

and this error message when run:
E 0:00:00.501 erase: Condition "!p_I" is true. Returned: false
<C++ Source> ./core/list.h:158 @ erase()
everything works fine, but you get that error message for each bone on scene load

But if you rearrange it this way it works fine with no error message:
image

Minimal reproduction project:

boneerrormessagedemonstration.zip
project contains two scenes: HasErrorMessage.tscn and NoErrorMessage.tscn, which show it not working correctly and it working correctly respectively

@dane-johnson
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I think attaching a BoneAttachment might actually un-parent the Physical Bones. I keep finding their collision shapes at the world origin.
bones

@pouleyKetchoupp
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Can still reproduce in 3.2.4 beta 5.

@akien-mga
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Fixed by #67698.

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5 participants