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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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@@ -576,6 +576,7 @@ void CSGShape3D::_validate_property(PropertyInfo &property) const {
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} else if (is_collision_prefixed && !bool(get("use_collision"))) {
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property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL;
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}
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GeometryInstance3D::_validate_property(property);
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}
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Array CSGShape3D::get_meshes() const {
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