Feat/outline thickness and tp weapon hold #22

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Dotts merged 43 commits from feat/outline-thickness-and-tp-weapon-hold into main 2026-07-27 23:22:53 -07:00
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@@ -108,6 +108,19 @@ static func _dist_to_chain(p: Vector3, chain: PackedVector3Array) -> float:
## Drive the helpers. MUST run inside the skeleton's modification pass.
##
## Two things happen per joint:
##
## ROTATION — the helper takes half the child's bend, so no vertex ever blends
## across the full angle.
##
## Scaling the helper to widen the joint back out was tried and removed. The
## geometry is right — a blend across θ thins by cos(θ/2), which is |q.w| — but a
## BONE scale is far too blunt an instrument for it: it fattens every vertex on
## the helper regardless of whether that vertex was collapsing, which ballooned
## parts of the thigh to 167% while the worst-collapsing vertices (which are not
## on the helper at all) did not move off 0.83. Per-vertex correction is what
## that idea needs, and a bone cannot express it.
static func update(skeleton: Skeleton3D, driven: Array) -> void:
for d in driven:
skeleton.set_bone_pose_rotation(d[1],