Eideren
Eideren
Every object references used in the defaultproperties are deserialized inline every time they are referenced Decompiling UDK's SkeletalMeshActor for example yields this: ``` begin object name=SkeletalMeshComponent0 class=SkeletalMeshComponent Animations=AnimNodeSequence'Default__SkeletalMeshActorSpawnable.SkeletalMeshComponent0.AnimNodeSeq0' ReplacementPrimitive=none LightEnvironment=DynamicLightEnvironmentComponent'Default__SkeletalMeshActorSpawnable.MyLightEnvironment'...
**Release Type**: Latest as of writing [PhysicsComponent](https://github.com/stride3d/stride/blob/a243fdc84327afe4e99a56c589df0c18fff11bd2/sources/engine/Stride.Physics/Engine/PhysicsComponent.cs#L55) has both `ColliderShape` and `ColliderShapes`, how each type differs is not as obvious as it should be.
Keys held are sometimes ignored or processed half a second later when controlling the editor camera, it can show up on every other input or won't for multiple minutes. Sampling...
# PR Details `UpdatePhysicsTransformation()` is likely to set the transformations of the physics-engine side object based on previous frame transformation instead of latest, [see summary of `WorldMatrix` to explain why](https://github.com/stride3d/stride/blob/master/sources/engine/Stride.Engine/Engine/TransformComponent.cs#L45-L49)....
# PR Details `Yaw` will always be equal to `desiredYaw` as they are both private and set to each other at line 105, therefore the entire logic from 92-103 doesn't...
# PR Details Some points in the template use `this.GetSimulation().FixedTimeStep` as the delta time, that represents the delta between fixed update of the physics simulation, not the delta between each...
# PR Details Replaces the C++/CLI FBX importer with a managed c# one using Assimp https://opencollective.com/stride3d/projects/fbx-import-cpp-to-c-sharp Fix #1923 ## Types of changes - [ ] Docs change / refactoring /...
@noa7 / @noah7071 has issues opening pull requests, I'm opening this one on his behalf with his approval # PR Details Adds blendshape/morphtarget support for models, see #339 - [x]...
# PR Details Adds support for [Bepu Physics](https://github.com/bepu/bepuphysics2) as an alternative physics engine, we'll keep the current one but will move our focus towards this new one instead. ## Motivation...