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replace bone_pose_updated to skeleton_updated signal
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@@ -327,6 +327,8 @@ void Skeleton3D::_notification(int p_what) {
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_process_modifiers();
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}
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emit_signal(SceneStringNames::get_singleton()->skeleton_updated);
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// Update skins.
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RenderingServer *rs = RenderingServer::get_singleton();
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for (SkinReference *E : skin_bindings) {
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@@ -921,8 +923,6 @@ void Skeleton3D::force_update_bone_children_transforms(int p_bone_idx) {
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for (int i = 0; i < child_bone_size; i++) {
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bones_to_process.push_back(b.child_bones[i]);
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}
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emit_signal(SceneStringNames::get_singleton()->bone_pose_changed, current_bone_idx);
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}
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}
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@@ -1059,7 +1059,7 @@ void Skeleton3D::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::INT, "modifier_callback_mode_process", PROPERTY_HINT_ENUM, "Physics,Idle"), "set_modifier_callback_mode_process", "get_modifier_callback_mode_process");
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ADD_SIGNAL(MethodInfo("pose_updated"));
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ADD_SIGNAL(MethodInfo("bone_pose_changed", PropertyInfo(Variant::INT, "bone_idx")));
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ADD_SIGNAL(MethodInfo("skeleton_updated"));
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ADD_SIGNAL(MethodInfo("bone_enabled_changed", PropertyInfo(Variant::INT, "bone_idx")));
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ADD_SIGNAL(MethodInfo("bone_list_changed"));
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ADD_SIGNAL(MethodInfo("show_rest_only_changed"));
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