5fdc1232ef
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. |
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2d | ||
3d | ||
animation | ||
audio | ||
debugger | ||
gui | ||
main | ||
resources | ||
theme | ||
property_utils.cpp | ||
property_utils.h | ||
register_scene_types.cpp | ||
register_scene_types.h | ||
scene_string_names.cpp | ||
scene_string_names.h | ||
SCsub |