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Fix for SkeletonIK not working correctly with 0 interpolation and incorrectly rotating with animation. Now the root bone rotates differently to ensure it always rotates correctly and works with BoneAttachment3D nodes.
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@@ -118,6 +118,8 @@ public:
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static void set_goal(Task *p_task, const Transform &p_goal);
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static void make_goal(Task *p_task, const Transform &p_inverse_transf, real_t blending_delta);
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static void solve(Task *p_task, real_t blending_delta, bool override_tip_basis, bool p_use_magnet, const Vector3 &p_magnet_position);
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static void _update_chain(const Skeleton3D *p_skeleton, ChainItem *p_chain_item);
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};
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class SkeletonIK3D : public Node {
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