17daabeb29
- Made so all nodes outputting a quaternion object also output it as a XYZ (vector) + W (float) combination - Modernized the interface of the "Action/Rotate Object" node, to align on the newer "Action/Set Rotation" node interface ("Action/Rotate Object Along Axis" is now depreciated, but still usable) - Fixed a blender-side-only bug with the "Logic/Switch" node (...which technically could have lead to a compile-time problem if exploited the right way) - Fixed a bug on the "Action/Set Rotation" node: now, quaternion input is automatically normalized in order to avoid accidental scaling - Added a "Value/Separate Quaternion" node - Made so the names of some sockets change in the "Set Rotation" and "Rotate Object" nodes, so they adapt to those nodes' input types. (Same thing with "Value/Vector From Transform"'s output type) |
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