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authorJuan Linietsky <juan@godotengine.org>2017-12-29 11:34:36 -0300
committerJuan Linietsky <juan@godotengine.org>2017-12-29 11:34:36 -0300
commit448b58ba4c9b873e1dffc99e4fef10a4fa46c409 (patch)
tree976feab0ca88a3b329160728f858513bc4dc9d3d /scene/3d/skeleton.h
parenta54e3f72ce9d2427e413aa8fdf9633a49027747b (diff)
downloadredot-engine-448b58ba4c9b873e1dffc99e4fef10a4fa46c409.tar.gz
Use a different approach to update skeletons when transform changes
Diffstat (limited to 'scene/3d/skeleton.h')
-rw-r--r--scene/3d/skeleton.h2
1 files changed, 2 insertions, 0 deletions
diff --git a/scene/3d/skeleton.h b/scene/3d/skeleton.h
index fdc1100472..11ff728474 100644
--- a/scene/3d/skeleton.h
+++ b/scene/3d/skeleton.h
@@ -57,6 +57,8 @@ class Skeleton : public Spatial {
bool custom_pose_enable;
Transform custom_pose;
+ Transform transform_final;
+
List<uint32_t> nodes_bound;
Bone() {