Silc Lizard (Tokage) Renew

Results 280 comments of Silc Lizard (Tokage) Renew

After this fix, I can't build Godot on windows... Am I missing something in MinGW? It was buildable until one of the commits prior to this PR, so does this...

> You have a typo. It should be “StatusModifier3D”. @CrayolaEater I don't understand what you mean. It would be inappropriate since this Node focus on Skeleton3D modifications.

@ywmaa If you are using **"only"** `get_bone_global_pose_override()` without `set_bone_global_pose_override()`, you may need to rewrite it to `get_bone_global_pose()`. Since BoneAttachment3D no longer uses override. I am wondering if it is necessary...

Signals `AnimationMixer.mixer_applied` and `SkeletonModifire3D.modification_processed` are added. It should be useful to get the current skeleton pose at each step of the modification process, like `get_bone_pose_no_override()` in the past. Also, the...

Yes, I believe this should be the base for implementing them without conflicting with existing modifiers.

Due to a concerns raised by @lyuma (and I had the same concerns while working on it), so now the design of the BoneAttachment is changing a bit. The old...

The virtual method `_process_modification()` is exposed, so I assume this is actually usable enough without the need to abstract. But I'm not sure what should be marked as abstract in...

### For users using "bone_global_pose_override": > If you are using "only" get_bone_global_pose_override() without set_bone_global_pose_override(), you may need to rewrite it to get_bone_global_pose(). Since BoneAttachment3D no longer uses override. If the...

Since @reduz seemed to have some concerns about the deprecation of override and the need to specify an AnimationMixer at the Contributors meeting, so I explain it in the following:...