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Skeleton::get_bone_global_pose function should be renamed #19551
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Thanks, I've added it to the list of methods to rename on #16863. Once the documentation for the current name is improved, we can likely close this issue (and keep only the tracker open which references it). |
Workaround for godotengine#19551.
Can we add also That is, of course, assuming that you want to keep it. I'm not sure how it's useful. It's not used anywhere, and it's badly named. |
Done. Since we now have better docs that make the ambiguity clearer, closing this issue (simply to bring down the number of open issues :)). The actual renamings should happen as part of #16863 (but we can keep discussing proposals in this closed issue to keep things focused). |
Thanks! |
@tagcup Unrelated, but I've sent you an email to the address used in your git commits last week, I'm not sure if that's an inbox you check regularly so notifying you here :) |
Workaround for godotengine#19551.
Workaround for godotengine#19551. (cherry picked from commit 195e963)
Workaround for godotengine#19551.
Workaround for godotengine#19551. (cherry picked from commit 195e963)
Skeleton's
get_bone_global_pose
returns the transform of the specified bone with respect to the skeleton, rather than the actual global/world frame (similar for the setter).Something like
get_bone_skeleton_pose
would probably be a better name.This would be a compatibility breaking change, so in the short term this could at least be documented.
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