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Revert OpenXRHand to its pre-SkeletonModifier3D state #90759

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merged 1 commit into from
Apr 17, 2024

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dsnopek
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@dsnopek dsnopek commented Apr 16, 2024

The reverts the changes to OpenXRHand that were made in PR #87888

I tested it using https://github.com/Malcolmnixon/OpenXRHandTestSuite and everything seemed to work just fine!

This should allow existing projects using OpenXRHand to continue working without modifications.

However, since OpenXRHand is now deprecated, new projects will be expected to use XRHandModifier3D instead, which (after we get all the kinks worked out) will be able to more predictably integrate with AnimationMixers and SkeletonModifier3Ds.

Partially addresses issue #90303

@dsnopek dsnopek requested review from a team as code owners April 16, 2024 15:41
@dsnopek dsnopek added this to the 4.3 milestone Apr 16, 2024
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@m4gr3d m4gr3d left a comment

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The code looks good to me!

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@TokageItLab TokageItLab left a comment

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For now I approve this, although it is not recommended to keep dangerous Nodes that do not match Godot's architectural design, but during the development and redesign of XRModifier it may be desirable for comparison purposes to have this work.

To prevent users from making new use of deprecated classes in the future, we may want to add an option to hide them from the Node Manager.

@akien-mga akien-mga merged commit 36bdab4 into godotengine:master Apr 17, 2024
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Thanks!

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4 participants