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Fix syncing PhysicalBone internal poses individually
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@ -73,10 +73,15 @@ void PhysicalBoneSimulator3D::_pose_updated() {
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}
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ERR_FAIL_COND(skeleton->get_bone_count() != bones.size());
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for (int i = 0; i < skeleton->get_bone_count(); i++) {
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bones.write[i].global_pose = skeleton->get_bone_global_pose(i);
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_bone_pose_updated(skeleton, i);
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}
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}
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void PhysicalBoneSimulator3D::_bone_pose_updated(Skeleton3D *p_skeleton, int p_bone_id) {
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ERR_FAIL_INDEX(p_bone_id, bones.size());
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bones.write[p_bone_id].global_pose = p_skeleton->get_bone_global_pose(p_bone_id);
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}
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void PhysicalBoneSimulator3D::_set_active(bool p_active) {
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if (!Engine::get_singleton()->is_editor_hint()) {
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_reset_physical_bones_state();
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@ -363,6 +368,7 @@ void PhysicalBoneSimulator3D::_process_modification() {
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continue;
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}
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if (bones[i].physical_bone->is_simulating_physics() == false) {
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_bone_pose_updated(skeleton, i);
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bones[i].physical_bone->reset_to_rest_position();
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} else if (simulating) {
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skeleton->set_bone_global_pose(i, bones[i].global_pose);
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@ -73,6 +73,7 @@ protected:
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void _bone_list_changed();
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void _pose_updated();
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void _bone_pose_updated(Skeleton3D *skeleton, int p_bone_id);
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virtual void _process_modification() override;
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