jaynus
85b99ad626
Added reference.
2015-05-17 13:06:43 -07:00
jaynus
c8f0150b98
Changed: Debug drawing now follows the actual model. hit icon corrected for ATL
...
Added: some notes some places.
2015-05-17 12:04:10 -07:00
Nou
bc43861737
Fixed conversion to ATL for model space conversion.
2015-05-16 22:46:40 -07:00
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
1aab061fad
Remove debug 2.5 adjust.
2015-05-16 12:20:59 -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
4e47a7b526
Merge branch 'vehicledamage' of https://github.com/acemod/ACE3 into vehicledamage
2015-05-16 09:27:37 -07:00
Nou
f666829e63
Woops, dont flip that Y!
2015-05-16 09:27:26 -07:00
jaynus
9b1b38bc85
Debug rendering functionality helper functions.
2015-05-16 09:14:16 -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
Nou
3a9fb5cc2a
Merge branch 'vehicledamage' of https://github.com/acemod/ACE3 into vehicledamage
...
Conflicts:
extensions/CMakeLists.txt
2015-05-12 19:29:56 -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
Nou
c4cd1c2597
Merge branch 'vehicledamage' of https://github.com/acemod/ACE3 into vehicledamage
2015-05-12 15:55:15 -07:00
Nou
3e93027289
LinEAR like nucLEAR. :P
2015-05-12 15:55:08 -07:00
jaynus
6803b827a2
typo
2015-05-12 15:42:05 -07:00
jaynus
e7fe5f39fc
Testing for nou.
2015-05-12 11:39:12 -07:00
jaynus
b0424f985d
Remove LinaerMath.
2015-05-12 11:34:41 -07:00
jaynus
ae0849764e
More bullet + windows + cmake fun.
2015-05-12 11:26:07 -07:00
jaynus
1423b91871
cmake bullet integration from submodule.
...
WINVER forced for all builds.
2015-05-12 11:12:04 -07:00