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Fix RemoteTransform3D
to always use global rotation if use_global_coordinates
is true
#97498
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Fix RemoteTransform3D
to always use global rotation if use_global_coordinates
is true
#97498
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Seems like scale has the same problem, i.e. it's not global.
Got weird behaviour when I tried to switch Scale to global too. Rather than dig in, I just decided to go with the Global Rotation fix which I was sure worked. |
CC @MajorMcDoom to confirm this works for your use case. I'd also like some input from mathy contributors, it seems weird to me to use global rotation but not global scale, but I'm not too up-to-date on the intricacies of successive matrix operations. This should also be compared with RemoteTransform2D to make sure the logic is consistent (there it seems to handle rotation differently by starting from the transform to sync with). |
I'll check in a bit.
It definitely is weird to use local scale when global is enabled, especially since global scale is used when all the properties are |
@akien-mga |
After taking a closer look, I did another take here: #102223, which attempts to fix all the space-related issues in one go, plus some optimizations. (It couldn't be done as an additional step to this PR - it completely restructures the code and calls different methods). Of course, we could still go with this smaller, more targeted fix if it feels safer. |
Fixes #97470.
RemoteTransform3D
would sometimes update the rotation of its target object according to local coordinates even whenuse_global_coordinates
was true. This PR fixes that.Incidentally, if the settings to update
Scale
Position
andRotation
were all true, this bug wouldn't be triggered.