From d03b7fbe090dca1f9ea4190116ac0efbee37e929 Mon Sep 17 00:00:00 2001 From: reduz Date: Thu, 21 Oct 2021 13:38:20 -0300 Subject: Refactored Node3D rotation modes * Made the Basis euler orders indexed via enum. * Node3D has a new rotation_order property to choose Euler rotation order. * Node3D has also a rotation_mode property to choose between Euler, Quaternion and Basis Exposing these modes as well as the order makes Godot a lot friendlier for animators, which can choose the best way to interpolate rotations. The new *Basis* mode makes the (exposed) transform property obsolete, so it was removed (can still be accessed by code of course). --- modules/csg/csg_shape.cpp | 1 + 1 file changed, 1 insertion(+) (limited to 'modules/csg/csg_shape.cpp') diff --git a/modules/csg/csg_shape.cpp b/modules/csg/csg_shape.cpp index 14e7896295..863936ab8c 100644 --- a/modules/csg/csg_shape.cpp +++ b/modules/csg/csg_shape.cpp @@ -576,6 +576,7 @@ void CSGShape3D::_validate_property(PropertyInfo &property) const { } else if (is_collision_prefixed && !bool(get("use_collision"))) { property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL; } + GeometryInstance3D::_validate_property(property); } Array CSGShape3D::get_meshes() const { -- cgit v1.2.3