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Relintai
951ae7b11d
This is a much simpler attempt to solve the same problem as #76060, but
without breaking any compatibility.
* Adds a description of what model space is in the Vector3 enums
(MODEL_* constants). This has the proper axes laid out for imported 3D
assets.
* Adds the option to `look_at` using model_space, which uses
Vector3.MODEL_FRONT as forward vector.
The attempt of this PR is to still break the assumption that there is a
single direction of forward (which is not the case in Godot)
and make it easier to understand where 3D models are facing, as well as
orienting them via look_at.
- reduz
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.. | ||
array.cpp | ||
array.h | ||
dictionary.cpp | ||
dictionary.h | ||
method_ptrcall.h | ||
SCsub | ||
type_info.h | ||
variant_call.cpp | ||
variant_op.cpp | ||
variant_parser.cpp | ||
variant_parser.h | ||
variant.cpp | ||
variant.h |