Silc Lizard (Tokage) Renew

Results 290 comments of Silc Lizard (Tokage) Renew

@TokisanGames As I explained above, programs using both `set_bone_global_pose_override()` and `get_bone_global_pose()` should keep to work after this PR, since the methods themselves remain. Deprecated does not mean remove it from...

@dsnopek If an AnimationPlayer is present in the scene, you must specify target AnimationPlayer if the XRHandModifier is before the AnimationPlayer in the SceneTree (if ProcessPriority is lower). But if...

Oh indeed, the behavior of Activation when there is no AnimationPlayer seems a bit odd. Perhaps this problem is not just XRModifier, I'll try to fix it tomorrow.

@dsnopek Alright, I think that's fixed. There was some confusion between the old SkeletonIK and BoneAttachment-based code and the AnimationMixer-based code regarding the registration of processes in CallbackProcessMode and active...

@reduz > Skeleton should track and process the modifiers If so, does SkeletonModifire always need to be after AnimationMixer? The main problem that SkeletonModifire wanted to solve is to do...

From discussion in ContributorsChat: > Skeleton should track and process the modifiers We agreed, we should register the modification in the skeleton so that it is always multiplied when calculating...

@reduz I was working with the above recommendations, but some problems came up, so I write down them below. > The skeleton should track the modifiers as children nodes and...

My understanding is that in order for a Skeleton to create a list of Modifiers it must be a child of the Skeleton. It may be possible to create the...

In Godot 4 animation, the child mapped rests must match the relative rotation from the parent mapped rest on retargeting. You should test this in the case where the intermediate...

For intermediate bones, `Keep Unmapped Axis` is strange because it is discarded even if it is axis ummapped, so it would be a very special property like `compatibility mode`. But...