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(9 edits)

Changelog:

  • Version 1.0.0: Initial release!
  • Version 1.1.0:
    • Added class reference documentation to all current code.
      • Now intellisense should show some info for all custom public functions and most public variables!
      • I tried to document everything that I could with small, straightforward comments.
    • Fixed issue where TwoBoneIK would crash and spew errors when adding a pole node while TwoBoneIK was executing.
  • Version 1.2.0:
    • Added initial documentation to the project! Only two pages currently, but more is on the way.
    • Jiggle joints can now use a Vector3 for the target position instead of being forced to use a Spatial-based node.
  • Version 1.2.1:
    • Fixed issue that prevented Jiggle joints from working when using a Vector3 without a target node properly setup (and executing) before hand.
    • Fixed typos in the error messages for several of the IK modifiers.
  • Version 1.3.0:
    • Jiggle can now have the target vector be relative to a Spatial-based node
    • Jiggle can now optionally use Quat-based rotation
    • Fixed issue where gravity was calculated in the wrong direction for Jiggle
    • Added a Quat-based rotation function to Twisted_3DFunctions
    • Added a function getting the global pose from a Skeleton node to Twisted_Bone3D
  • Version 2.0.0:
    • 2D IK support added!
    • Twisted_Bone2D, Twisted_Modifier2D, and Twisted_ModifierStack2D have all been added
    • All 3D modifiers are now implemented in 2D: LookAt, CCDIK, FABRIK, CurveIK, Jiggle, and TwoBoneIK!
  • Version 2.1.0:
    • Added initial implementation of 2D constrained FABRIK
    • Added new solving modes to CCDIK
    • Added documentation for 2D skeleton setup
  • Version 2.2.0:
    • Added Twisted_PhysicsBone2D!
    • Added Twisted_ModifierSliderJoint2D and Twisted_ModifierSliderJoint3D!
    • Fixed bug in 3D FABRIK and TwoBoneIK that causes it to give different results when entire assembly is rotated
    • Added utility script folder to example project
  • Version 2.6.0:
    • Added the ability for Twisted_Skeleton3D and Twisted_Bone3D to work without needing a Skeleton node
    • Fixed bug where scales could become infinite if the parent bone was scaled/animated. (fixed for LookAt3D, CuriveIK3D, DuoIK3D, FABRIK3D, Jiggle3D, SliderJoint3D, and Velvet3D)
    • Fixed bug where bones with -Z as the forward axis would not function correctly in IK (fixed for LookAt3D, CurveIK3D, FABRIK3D, Jiggle3D, and SliderJoint3D)
  • Version 2.7.0:
    • Added Godot 4.0 support added