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Reproducible in v4.3.dev.mono.custom_build [2efbc6b]
System information
Pop OS 21.04
Issue description
As I was looking into the compat break in 4.3 for the migration guide (godotengine/godot-docs#9250) I found these changes in Skeleton3D that look like they could be avoided.
We could re-add the old signal and emit it when pose_updated is emitted which seems to be the suggested alternative, so existing user code still works.
Steps to reproduce
Try to use any of the mentioned members in GDScript or C#.
Minimal reproduction project (MRP)
N/A
The text was updated successfully, but these errors were encountered:
bone_pose_updated is quite dangerous and cannot be re-added in the same way as in the past, as it cannot be guaranteed to work in the future. For example, this could be called a lot in the Deffered process, but it could become an obstacle in the future when we support multi-threading, etc. So I think it could be added as an alias for skeleton_updated.
animate_physical_bones is based on the state of Skeleton3D's internal objects (SkeletonSimulator3D) and needs to sync, so this cannot be added in the same way as before. I think it is possible to bind it in a state that is not exposed to the editor and is not serialized. (If there are no problems testing for regression of #93504, we may be possible to serialize it.)
Sounds good. As long as the methods exist to prevent breaking binary compatibility, and the behavioral changes are kept to a minimum and are well documented I think that's fine.
Tested versions
System information
Pop OS 21.04
Issue description
As I was looking into the compat break in 4.3 for the migration guide (godotengine/godot-docs#9250) I found these changes in
Skeleton3D
that look like they could be avoided.The property
animate_physical_bones
:SkeletonModifier3D
as refactoring for nodes that may modifySkeleton3D
#87888.set_animate_physical_bones
andget_animate_physical_bones
are still available, so they could be used to re-expose the property.The signal
bone_pose_updated
:skeleton_updated
in Removebone_pose_updated
signal and replace it with theskeleton_updated
signal #90575.pose_updated
is emitted which seems to be the suggested alternative, so existing user code still works.Steps to reproduce
Try to use any of the mentioned members in GDScript or C#.
Minimal reproduction project (MRP)
N/A
The text was updated successfully, but these errors were encountered: