Commit Graph

81 Commits

Author SHA1 Message Date
Nou
433101c489 Yea. Chasing offsets. Turns out there is no need to offset anything. 2015-05-16 20:43:30 -07:00
Nou
a027fe0a3f Offsets only matter if we care about bringing it back to O2. The offsets make sense in the engine. 2015-05-16 13:22:58 -07:00
jaynus
5e73d820e2 Seriously. DONT DEADLOCK 2015-05-16 12:38:57 -07:00
jaynus
b871556d4f dont deadlock. 2015-05-16 12:33:28 -07:00
jaynus
463cf9c350 eager beaver 2015-05-16 12:32:52 -07:00
jaynus
cc0e9341bf In-game debug rendering. 2015-05-16 12:19:59 -07:00
jaynus
d25144e75a Impact position alignment, velocity and flipping. 2015-05-16 11:21:18 -07:00
Nou
9a566451cf More reversing tweaks? 2015-05-16 10:00:22 -07:00
Nou
6864f91b05 Quad triangulation 2015-05-16 09:58:01 -07:00
Nou
f666829e63 Woops, dont flip that Y! 2015-05-16 09:27:26 -07:00
Nou
6ce393e8fc More reverse handling 2015-05-16 09:12:18 -07:00
Nou
b6e4df0f09 Vectors out of range fixes... 2015-05-15 23:34:23 -07:00
Nou
df30588d74 What the... Not sure what was going on here with the reverse passing... 2015-05-15 23:16:50 -07:00
jaynus
18b77cd003 passed by constructor. 2015-05-15 22:56:43 -07:00
jaynus
1b93c89c28 Pass and register reversed model. More scientific notation float limitation handling. 2015-05-15 22:51:23 -07:00
jaynus
fe462826b6 Fix floating point precision problems. 2015-05-15 22:10:47 -07:00
jaynus
10075c0d9e Comparison for LOD type should be a uint rather than float precision errors. 2015-05-15 21:16:16 -07:00
jaynus
c91dcc8cc6 Merge branch 'vehicledamage' of github.com:acemod/ACE3 into vehicledamage
Conflicts:
	extensions/common/simulation/object.cpp
2015-05-15 20:36:04 -07:00
Nou
b1d843becf Lots of changes to animations... Mostly working now I hope! 2015-05-15 20:34:36 -07:00
jaynus
e8fc6dd3d2 Build out of penetration methods, debug export, and hit camera. 2015-05-15 18:48:53 -07:00
jaynus
b4aead6bf7 Merge branch 'vehicledamage' of github.com:acemod/ACE3 into vehicledamage 2015-05-15 17:26:07 -07:00
Nou
38b15d61b3 Merge branch 'vehicledamage' of https://github.com/acemod/ACE3 into vehicledamage 2015-05-15 17:22:54 -07:00
Nou
53ad1adc71 Animations still fucked. 2015-05-15 17:22:43 -07:00
jaynus
c12dc36213 animation syncing fix. 2015-05-15 12:52:18 -07:00
jaynus
c13881c34c hit camera 2015-05-15 10:42:01 -07:00
jaynus
88b9c425c0 Impact positions. 2015-05-15 09:10:08 -07:00
jaynus
497cc9c9b4 Hit camera. 2015-05-14 16:53:22 -07:00
jaynus
1817ccc345 No really, reset them. 2015-05-14 16:31:54 -07:00
jaynus
a1f3c6ccd7 Fixed: Build paths because of Bullet inclusion. 2015-05-14 16:25:11 -07:00
Nou
af7a681aaf Merge branch 'vehicledamage' of https://github.com/acemod/ACE3 into vehicledamage
Conflicts:
	extensions/vd/base_vehicle.cpp
2015-05-14 00:22:18 -07:00
Nou
e5af159cdc Boop, animations should be working (direct is still not implemented). 2015-05-14 00:21:48 -07:00
jaynus
8ee499b7bc World positional and directional transformations based on game data. 2015-05-13 23:24:46 -07:00
jaynus
4a41f8b9e2 Red on all 3 axis. 2015-05-13 21:19:12 -07:00
jaynus
c0678927e3 Added mouse buttons and an origin line. 2015-05-13 21:11:34 -07:00
Nou
e23d59c2d3 Test model 2015-05-12 21:33:03 -07:00
jaynus
e22080db3a Reworked with test p3d.
Animations accessible. Pass map of animation names and phases and pass a vector of the lods you want to animate.

Dynamic loading humbuggery.

Added: A3->Extension animation state sync framework done. Test cases for animations created.

Apply animation phases from game to test case render.

Continuing finalization. rotation_offset was reversed for zero_distance, thats fixed but still off. Rendering test hard-coded for container LOD temporarily.

Rotation translation corrected.

Removed: Scale flipping, these should work now but they dont.

Debug logging, debug model.

Correct parameters to extension.

Stability fixes.

Animations nearly aligning correctly.

scale, rotation and translation work; still not working. Back compat for v60 p3d's fully implemented.

Add vehicle ID to animation state send.

cmake bullet integration from submodule.

WINVER forced for all builds.

More bullet + windows + cmake fun.

Remove LinaerMath.

Testing for nou.

typo

Fixed: Pathing bug.

Vehicle damage working set for Nou.
2015-05-12 16:37:01 -07:00
jaynus
62e441fb1d Animation parsing was completely broken. It was all incorrect. A3 is not variable length animations. 2015-05-10 18:18:40 -07:00
jaynus
91bd1e7c7b Added: Regex filtering for pbo index.
Changed: Logging cleanup, default files and paths.
Changed: initialization order of plugin (PRE-Init for vehicle registration).
2015-05-10 17:45:38 -07:00
jaynus
d4a354d5b8 Dynamic debug environment READY FOR YOU 2015-05-10 12:24:22 -07:00
jaynus
a21391fc7d dynload framework complete. Reloads DLL every game start, temporarily copies to prevent write protection. 2015-05-10 12:02:35 -07:00
jaynus
b1d509236e Offloading the entire VD pipeline to a seperate thread. 2015-05-10 11:00:31 -07:00
jaynus
cc36f3dbb9 Added: Debug/dynamic loading abstraction for VD 2015-05-10 10:11:30 -07:00
jaynus
fdf0ff2d24 Added: Result parsing, ext->sqf dispatch to localEvents
Fixed: Bullet build
Fixed: results are all 0=true, -1=failure, otherwise its a dispatch message.
2015-05-10 09:51:16 -07:00
Nou
63e9f1dbea Rotations rotating? Coordinate systems coordinated? Not sure, some right-left stuff might still need to be figured out. 2015-05-10 00:56:28 -07:00
jaynus
d3a1f6ce9b Bullet integration has been created as a submodule. 2015-05-09 13:44:08 -07:00
jaynus
860ccdc985 clear. 2015-05-09 13:39:56 -07:00
jaynus
4134b2f046 This is an initial commit rebasing extP3dParser and bulletStuff into a unified vehicledamage branch with a fresh history. 2015-05-09 13:32:36 -07:00
jaynus
3e6c203655 size+1 2015-05-08 06:57:19 -07:00
jaynus
027a3dd4ac AB map tweaking. Just a bit of optimization and crash checking. 2015-05-07 12:52:19 -07:00
ulteq
13bc1e0058 Replaced deprecated airFriction calculation 2015-05-03 12:31:30 +02:00