Silc Lizard (Tokage) Renew
Silc Lizard (Tokage) Renew
@fire Since the solver's calculation is only done when the axes are parallel in look_at() or quaternion constructor by arc, whatever the algorithm is, I think that the performance is...
In my opinion, to generate an angle of 180 degrees, there is no need for such a complicated computation as above, as it is enough to always rotate in the...
UP (and RIGHT) Vector may well be different for each object. So I think it does not make much sense to use global axis. Also, I think that at least...
Fixed by https://github.com/godotengine/godot/pull/93785
I remember this matter being pointed out in the past as another issue. The problem is simpler: there is no actual Transform there in root motion delta. Consider the case...
I see the essence of the problem now. Node3D's transform performs rotation after position as specification (also consistent with glTF), but CharacterBody's velocity performs position after rotation, so it is...
I sent https://github.com/godotengine/godot/pull/99394, please check if it helps and calculates correctly.
Dupe of https://github.com/godotengine/godot/issues/89730, this is not bug. However, it might be better to have some warning so that users do not use it.
> Or is a bool considered a numeric type? Yes. So the document should be more accurate to say that it is un-interpolatable than non-numelic, as the bool is treated...
> I don't understand why FORCE_CONTINUOUS is the new default, This is because the default for int values is Discrete, and several issues have been raised in the past about...