ngl re-rigging this guy's hitboxes was a huge motivational blocker for me. I spent a lot of time on it in godot 3, and they got messed up in the transition to godot 4. didn't help that the rig's bones are asymmetrical (right side's bones are rotated 180 degrees) so making the hitboxes symmetrical was nontrivial. last night I got the idea that I could use the fact that in godot, reparenting a node preserves its global transform and updates the local transform to compensate, so I could build the hitboxes outside of the skeleton, re-parent them into the skeleton, and voila!
