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Fix physical bone generation offset #53515

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Fix physical bone generation offset #53515

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MrMinimal
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@MrMinimal MrMinimal commented Oct 7, 2021

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!

When creating a physical skeleton, the generated bones were offset on the wrong axis.
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tavurth commented Mar 20, 2022

@Calinou @akien-mga this seems like a no-brainer merge

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tavurth commented Mar 29, 2022

Related to this PR?

#36008

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tavurth commented Mar 29, 2022

I guess this is not a complete solution since the other PR linked involves more complex steps?

@akien-mga akien-mga requested a review from AndreaCatania July 2, 2022 22:18
@akien-mga akien-mga modified the milestones: 3.5, 3.x Jul 2, 2022
@akien-mga akien-mga added the cherrypick:3.5 Considered for cherry-picking into a future 3.5.x release label Jul 2, 2022
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In the master branch this code was changed successively by #36008 (which is slated for a 3.x backport but this never happened) and #48310.

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.

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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.

@akien-mga akien-mga closed this Dec 12, 2022
@akien-mga akien-mga added archived and removed cherrypick:3.5 Considered for cherry-picking into a future 3.5.x release labels Dec 12, 2022
@akien-mga akien-mga modified the milestones: 3.x, 3.5 Dec 12, 2022
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"Generate physical skeleton" creates wrong bone positions
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