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Ballhead constraints for FABRIK #61994
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This PR includes unrelated commits such as |
It seems to be accurate :/. I guess this is what happens working on two things at the same time and being me 😄 . I'm not really sure how to address this now, I should have generated a different branch since the very beginning also for the other pull request to avoid any interference. |
In theory, I solved it. |
The pr currently has some wrong formatting. Check https://docs.godotengine.org/en/stable/community/contributing/pr_workflow.html |
In theory, I had my branch reverted to a commit which was part of master, and applied any relevant change from scratch. The history of commits seems clean as far as I can tell. Could you explain what is the problem specifically? Or were you referring to the code itself? |
It seems like the automatic execution of clang_format.sh I performed is trying to change additional files that I never touched. Some of those changes make sense, like removing trailing spaces, some others do not, like the newline escape sequence for defines. Was that expected behaviour? |
Close to ensure a better adherence to the git guidelines of godot. |
Superseded by #62003. |
Not to be merged yet, as I have not been able to really test its functionality.
godotengine/godot-proposals#750 (comment)
The author referenced a solution of ballhead constraint on the inverse kinematic model for FABRIK. I just ported its code and integrated it in the GUI of Godot.
Any external evaluation is very welcome.