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Fix Skeleton3D falsely assuming all physical bones will be children of their first bone #67282
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Are you able to describe what happens previous and with the fix so I can check it does what it says it does? Like a video or a description. |
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@reduz @fabriceci can you check? Your explanation makes sense but I'm not that familiar.
@CheesecakeCG FYI, the Git author details you used to author this commit don't seem to match your GitHub account (see the "From:" line on https://patch-diff.githubusercontent.com/raw/godotengine/godot/pull/67282.patch), that's why the commit doesn't appear with your avatar. It's not a problem for Git but if you want to be credited as contributor if/when this is merged, you might want to change that (you can change your Git identity locally, then edit the commit with |
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Thanks for letting me know! Should be fixed now. |
Thanks! And congrats for your first merged Godot contribution 🎉 |
Cherry-picked for 3.6. |
Cherry-picked for 3.5.2 |
physical_bones_start_simulation_on
was falsely assuming all physbones will be children of the first bone in their skeleton.I've changed it so when the list of bones is empty, all physical bones start simulating, which more accurately reflects the documentation.
This issue might also affect 3.x, I vaguely remember running into something that might have been this.