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Merge pull request #112267 from KoBeWi/sk8leton

Remove default skeleton path in MeshInstance3D
This commit is contained in:
Rémi Verschelde
2025-11-01 19:06:42 +01:00
6 changed files with 21 additions and 2 deletions

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@@ -128,8 +128,9 @@
<member name="mesh" type="Mesh" setter="set_mesh" getter="get_mesh">
The [Mesh] resource for the instance.
</member>
<member name="skeleton" type="NodePath" setter="set_skeleton_path" getter="get_skeleton_path" default="NodePath(&quot;..&quot;)">
<member name="skeleton" type="NodePath" setter="set_skeleton_path" getter="get_skeleton_path" default="NodePath(&quot;&quot;)">
[NodePath] to the [Skeleton3D] associated with the instance.
[b]Note:[/b] The default value of this property has changed in Godot 4.6. Enable [member ProjectSettings.animation/compatibility/default_parent_skeleton_in_mesh_instance_3d] if the old behavior is needed for compatibility.
</member>
<member name="skin" type="Skin" setter="set_skin" getter="get_skin">
The [Skin] to be used by this instance.

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@@ -269,6 +269,9 @@
<member name="accessibility/general/updates_per_second" type="int" setter="" getter="" default="60">
The number of accessibility information updates per second.
</member>
<member name="animation/compatibility/default_parent_skeleton_in_mesh_instance_3d" type="bool" setter="" getter="" default="false">
If [code]true[/code], [member MeshInstance3D.skeleton] will point to the parent node ([code]..[/code]) by default, which was the behavior before Godot 4.6. It's recommended to keep this setting disabled unless the old behavior is needed for compatibility.
</member>
<member name="animation/warnings/check_angle_interpolation_type_conflicting" type="bool" setter="" getter="" default="true">
If [code]true[/code], [AnimationMixer] prints the warning of interpolation being forced to choose the shortest rotation path due to multiple angle interpolation types being mixed in the [AnimationMixer] cache.
</member>