Add validation for rotation axis to SpringBoneSimulator3D
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A collision can be a child of [SpringBoneSimulator3D]. If it is not a child of [SpringBoneSimulator3D], it has no effect.
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The colliding and sliding are done in the [SpringBoneSimulator3D]'s modification process in order of its collision list which is set by [method SpringBoneSimulator3D.set_collision_path]. If [method SpringBoneSimulator3D.are_all_child_collisions_enabled] is [code]true[/code], the order matches [SceneTree].
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If [member bone] is set, it synchronizes with the bone pose of the ancestor [Skeleton3D], which is done in before the [SpringBoneSimulator3D]'s modification process as the pre-process.
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[b]Warning:[/b] A scaled [SpringBoneCollision3D] will likely not behave as expected. Make sure that the parent [Skeleton3D] and its bones are not scaled.
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</description>
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<tutorials>
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</tutorials>
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