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Fixed regression of skinning with skeleton #52462

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merged 1 commit into from
Sep 8, 2021

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@TokageItLab TokageItLab commented Sep 7, 2021

Follow-up to #51368 (comment). The calculation of global rest in skinning is wrong. This also broke the gizmo, so I fixed that as well.

@TokageItLab TokageItLab requested review from a team as code owners September 7, 2021 14:14
@TokageItLab TokageItLab force-pushed the fixed-regression-of-skinning branch from 299a113 to a2aa449 Compare September 7, 2021 14:15
@TokageItLab TokageItLab mentioned this pull request Sep 7, 2021
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@TokageItLab TokageItLab force-pushed the fixed-regression-of-skinning branch from a2aa449 to 48aa2d5 Compare September 7, 2021 14:59
@YeldhamDev YeldhamDev added this to the 4.0 milestone Sep 7, 2021
@fire fire requested review from reduz and a team September 7, 2021 16:58
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reduz commented Sep 8, 2021

To be completely honest, we are discussing getting rid of bone rests, or having them only for gizmos, since you cant really expect to always have them available or have a single one.

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reduz commented Sep 8, 2021

I guess for now lets merge, then we can discuss what to do with that

@reduz reduz merged commit 25291a5 into godotengine:master Sep 8, 2021
@TokageItLab TokageItLab deleted the fixed-regression-of-skinning branch September 16, 2022 21:02
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3 participants