Releases: monxa/GodotIK
Release v1.2.1
What's Changed
This small release brings an enhancement by @mrjshzk, allowing you to also pick bones by name instead of index.
- Add exported
bone_name
property toIKEffector
by @mrjshzk in #48 - Add
bone_name
property toIKConstraint
by @mrjshzk in #50 - Document
bone_name
properties by @monxa in #49
New Contributors
Full Changelog: v1.2.0...v1.2.1
Release v1.2.0
What's Changed
What's changed:
- Feature: New
GodotIKRoot
node to externally link effectors and constraints into an existing GodotIK system. - Feature: Add
GodotIK.update_all_transforms_from_skeleton()
for better skeleton transform management. - Feature: Implement
GodotIK::get_effectors()
- Feature: Introduce
GodotIKEffector.active
- Feature: Implement
GodotIK.get_current_iteration()
(mainly to be used in constraints). - Feature: Add
MaxRotationBoneConstraint
and update constraint documentation accordingly. - Feature: Add
SmoothBoneConstraint
- Documentation: Update GodotIK.xml with a new "Configuration Overview" section.
- Documentation: Revise the GDScript comments for constraints.
Full Changelog: v1.1.2...v1.2.0
Release v1.1.2
What's Changed
-
Lowered Bone Grouping Tolerance
Bones that are less than 0.03 units apart could cause errors in the solver before.
(Thanks to @monxa – PR #36) -
New Getters Added
-
Export Fix and Solver Speedup
Fixed an issue where exported projects would exit freeing an invalid pointer. Now, everything is released with target=template_release. This also speeds up the solver, especially when using constraints with GDVIRTUAL (GDScript).
(Thanks to @monxa – commit 4b493e7)
Full Changelog: View Changes
Release v1.1.1
Hotfix for v1.1.0
What's Changed
This fix addresses an issue where bones with multiple children were rotated multiple times incorrectly. Previously, bones with n children would undergo rotation n times, leading to unintended transformations.
Known issues:
- If bone positions are closer to each other than 0.03 units, the solver might behave incorrectly. Fixed on main.
- Exported projects exit trying to free an invalid pointer. Fixed on main by making everything release rather than debug builds. Also speeds up the solver, especially when constraints are applied through the GDVIRTUAL calls (gdscript).
Release v1.1.0
New in this release:
-
Multiple Root Bones Handling
System now correctly processes multiple root bones, ensuring more accurate rigging and animation. #27 @monxa -
Editor Icons
Added custom editor icons to enhance the visual experience within the editor. #29 @monxa -
Local Space Pole Rotations 🚀
Pole rotations are now calculated in local space by default. This enables more complex chain rotations while minimizing unexpected singularities (aside from the expected one). If needed, you can revert to the previous behavior using theGodotIK::use_global_rotation_poles
property. #26 @monxa
Release v1.0.0
First release