mirror of https://github.com/godotengine/godot
* Made the Basis euler orders indexed via enum. * Node3D has a new rotation_order property to choose Euler rotation order. * Node3D has also a rotation_mode property to choose between Euler, Quaternion and Basis Exposing these modes as well as the order makes Godot a lot friendlier for animators, which can choose the best way to interpolate rotations. The new *Basis* mode makes the (exposed) transform property obsolete, so it was removed (can still be accessed by code of course). |
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| .. | ||
| arrays_arent_shared.gd | ||
| arrays_arent_shared.out | ||
| assign_member_with_operation.gd | ||
| assign_member_with_operation.out | ||
| await_without_coroutine.gd | ||
| await_without_coroutine.out | ||
| compare-builtin-equals-null.gd | ||
| compare-builtin-equals-null.out | ||
| compare-builtin-not-equals-null.gd | ||
| compare-builtin-not-equals-null.out | ||
| compare-null-equals-builtin.gd | ||
| compare-null-equals-builtin.out | ||
| compare-null-not-equals-builtin.gd | ||
| compare-null-not-equals-builtin.out | ||
| dictionaries_arent_shared.gd | ||
| dictionaries_arent_shared.out | ||
| lua_assign.gd | ||
| lua_assign.out | ||
| property_with_operator_assignment.gd | ||
| property_with_operator_assignment.out | ||
| recursion.gd | ||
| recursion.out | ||
| stringify.gd | ||
| stringify.out | ||