Walks bones in z-sorted order (rig.bones_z_sorted, lowest first = back). For each bone: - If texture_handle present: draw via engine.render.draw_sprite_transform using bone.scale and bone.anchor (negative scale mirrors the sprite, anchor is the in-texture pivot). - Else: fall back to colored rotated 16x4 rect via draw_rect_rotated (Phase 1 behavior preserved). bone_state[bid].world (cached by M.update's depth-first pipeline) is the source of (x, y, angle).
22 KiB
22 KiB