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Remove SkeletonModificationStack3D, and Skeleton3D api cleanup
Removes all 3D modification resources. SkeletonIK3D is a node and still supported. Remove deprecated Skeleton3D functionality for 4.0, so we can add it back in 4.x. Remove local_pose_override feature from Skeleton3D and BoneAttachment3D. Expose Skeleton3D::get_version() so IK scripts/extensions can cache bones. Note: This change only affects 3D. SkeletonModification2D will work as before.
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@ -37,11 +37,8 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/).
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- [New and improved IK in Skeleton2D](https://github.com/godotengine/godot/pull/40347).
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- New classes: SkeletonModifier2D, SkeletonModifierStack2D, SkeletonModification2DLookAt, SkeletonModification2DCCDIK, SkeletonModification2DFABRIK, SkeletonModification2DJiggle, SkeletonModification2DTwoBoneIK, PhysicalBone2D, SkeletonModification2DPhysicalBones, SkeletonModification2DStackHolder.
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- New `Transform2D.looking_at()` function.
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- [New and improved IK in Skeleton3D](https://github.com/godotengine/godot/pull/39353).
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- New classes: SkeletonModifier3D, SkeletonModifierStack3D, SkeletonModifier3DLookAt, SkeletonModification3DCCDIK, SkeletonModification3DFABRIK, SkeletonModification3DJiggle, SkeletonModification3DTwoBoneIK, SkeletonModification3DStackHolder.
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- The Bone struct now includes a local_pose_override.
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- [Improvements to Skeleton3D](https://github.com/godotengine/godot/pull/39353).
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- The Bone struct now keeps track of its children bones, if it has any.
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- Added functions to Skeleton3D for getting the forward vector using the information stored in the rest pose for the bones.
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- New `Basis.rotate_to_align()` function.
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- Refactored the BoneAttachment3D node.
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- Removed the `process_list` functions.
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