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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).
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@@ -3253,7 +3253,7 @@ void Node3DEditorViewport::_menu_option(int p_option) {
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continue;
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}
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undo_redo->add_do_method(sp, "set_rotation", camera_transform.basis.get_rotation());
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undo_redo->add_do_method(sp, "set_rotation", camera_transform.basis.get_euler_normalized());
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undo_redo->add_undo_method(sp, "set_rotation", sp->get_rotation());
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}
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undo_redo->commit_action();
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