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Fix physical bone generation offset #53515
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When creating a physical skeleton, the generated bones were offset on the wrong axis.
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@Calinou @akien-mga this seems like a no-brainer merge |
Related to this PR? |
I guess this is not a complete solution since the other PR linked involves more complex steps? |
In the I don't know if this current PR is a good enough stopgap solution in lieu of the above, or if we should instead aim for having it all backported. Someone would need to volunteer for the latter. |
Actually @Blackiris did a backport of #48310 in #48327, which was merged for 3.5. This seems to supersede this PR. I confirmed that #53466 is now fixed in 3.5. |
When creating a physical skeleton, the generated bones were offset on the wrong axis.
Fixes #53466
Godot 4.0 doesn't show this behaviour anymore, this fix only applies to 3.x.
Big thanks to @lyuma who helped by testing, explaining and debugging!