Input rotation can either replace or compose with existing bone rotation.
Input rotation can be provided in either parent bone, character or global space.
Input rotation can propagate to parent bones with decaying weight (see chain lenght and chain decay). This avoids artifacts when setting the rotation of a character's head to make it look at something, for example.
Starting weight of rotation propagation chain can be specified.
Editor quality of life
Various changes which improve the user experience of the editor:
Scene hierarchy preview shows all of the bones being animated by the animation graph player selected in the preview.
Selecting a bone in the scene hierarchy preview will highlight it in the preview window using gizmos.
Selecting a bone in the scene hierarchy preview will copy its EntityPath to the clipboard.
Some nodes can debug draw their effects while selected. For example, the two-bone IK node will draw the old position of affected bones in red, and the new position in blue.
Graph and scene selectors now take the form of a collapsible tree rather than a flat list.
Rotation node overhaul
Improved configurability of rotation node:
Editor quality of life
Various changes which improve the user experience of the editor:
EntityPath
to the clipboard.