Silc Lizard (Tokage) Renew

Results 290 comments of Silc Lizard (Tokage) Renew

This is intended, not a bug. The bone editor does not have the ability to set the rest directly, so if you want to change the rest, you needs to...

See also: - https://github.com/godotengine/godot/pull/88179 - https://github.com/godotengine/godot/pull/99293 As I have pointed out in the past with those, it should be implemented so that the ancestor StateMachine returns the nested paths when...

In my opinion, I cannot fully agree unless you add "animation_node_class_name" and "sub_indices", as the above enum indexing issue is still there. Any opinions from the animation team on this?...

Resource seems quite overdesigned, since this kind of hook is not reused as often as shader. It should at least be a Callable. I feel it would be cleaner if...

For example: **animation_tree.cpp** ```cpp void AnimationTree::_bind_methods() { ADD_SIGNAL(MethodInfo(SNAME("animation_node_notification"), PropertyInfo(Variant::STRING_NAME, "animation_node_path"), PropertyInfo(Variant::STRING_NAME, "animation_node_class_name"), PropertyInfo(Variant::CALLABLE, "notification"))); ``` **animation_blend_tree.h** ```cpp class AnimationNodeOneShot : public AnimationNodeSync { GDCLASS(AnimationNodeOneShot, AnimationNodeSync); public: static void animation_node_one_shot_started(); static...

You may have misunderstood some sentence; in my opinion, the signal approach was fine before you changed to the Event resource approach, except for the arguments. I suggested passing a...

I disagree with your opinion that class_name is a magic string, since class_name is frequently used elsewhere. You seem to be hung up on the enum traversing the all AnimationNodes,...

I'll see if I can find a better way to interpolate when I have time, but I suspect it is mostly a SpringBone specification (so if it can be solved,...

@apples Physical interpolation for node movement has been definitely added in https://github.com/godotengine/godot/pull/110987. However, physical interpolation is not applied to the internal joint movement itself by SpringBone but since we are...

I think that SkeletonModificationStack2D cannot be removed during 4.x, as it is probably already used in a good number of projects. Of course, SkeletonModifier2D can be added, so we will...