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Remove support for legacy bone binds from godot. All skin binds must be named #48914
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I approve of this, but I think the decision is on reduz. He's the expert on this.
We chatted in Godot Engine chat about how backwards compatibility breakage is not a concern, but it wasn't clear why this is blocked.
Scenes made in 3.x wont work, although it may be an option to ask users to re-import them with this setting on before loading them on 4.0. Not sure what others think about it. |
We discussed bind id (integer) vs bind name (string) between I and Lyuma:
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@lyuma Task to rebase. |
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Just to note, this change will break all existing Skin objects and require a reimport. I tried opening a project from an older build of godot 4, and I get these errors:
(all bones appear to be bound to bone 0) |
Closing because there wasn't consensus. |
@fire informed me that numbered bone binds for Skin are a legacy feature, and that godot is moving in the direction of using named binds for Skins.
After running into the issue leading to PR #48913 , I think that it is error-prone and confusing to support two different Skin systems. Clearly this change should not be made in the 3.x branch as it could break compatibility, but I think 4.x ought to consider removing the legacy system.