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Changed SkeletonIK3D to clear bone overrides when stopping
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@ -270,7 +270,6 @@ void FabrikInverseKinematic::solve(Task *p_task, real_t blending_delta, bool ove
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return; // Skip solving
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}
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// This line below is part of the problem - removing it fixes the issue with BoneAttachment nodes...
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p_task->skeleton->set_bone_global_pose_override(p_task->chain.chain_root.bone, Transform(), 0.0, true);
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if (p_task->chain.middle_chain_item) {
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@ -567,6 +566,9 @@ void SkeletonIK3D::start(bool p_one_time) {
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void SkeletonIK3D::stop() {
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set_process_internal(false);
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if (skeleton) {
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skeleton->clear_bones_global_pose_override();
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}
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}
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Transform SkeletonIK3D::_get_target_transform() {
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