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Fix dragon jaw Z fighting
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41ff0bde69
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@ -39,7 +39,7 @@ impl Animation for FlyAnimation {
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);
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next.head_upper.ori =
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Quaternion::rotation_z(0.0) * Quaternion::rotation_x(wave_ultra_slow * -0.10);
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next.head_upper.scale = Vec3::one();
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next.head_upper.scale = Vec3::one() * 1.05;
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next.head_lower.offset = Vec3::new(
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0.0,
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@ -48,15 +48,15 @@ impl Animation for FlyAnimation {
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);
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next.head_lower.ori =
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Quaternion::rotation_z(0.0) * Quaternion::rotation_x(wave_ultra_slow * -0.10);
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next.head_lower.scale = Vec3::one();
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next.head_lower.scale = Vec3::one() * 1.05;
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next.jaw.offset = Vec3::new(
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0.0,
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skeleton_attr.jaw.0 - wave_ultra_slow_cos * 0.12,
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skeleton_attr.jaw.1 + wave_slow * 0.2,
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);
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next.jaw.ori = Quaternion::rotation_x(wave_slow * 0.05);
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next.jaw.scale = Vec3::one() * 0.98;
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next.jaw.ori = Quaternion::rotation_x(wave_slow * 0.03);
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next.jaw.scale = Vec3::one() * 1.05;
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next.tail_front.offset = Vec3::new(
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0.0,
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@ -141,7 +141,7 @@ impl Animation for FlyAnimation {
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skeleton_attr.wing_out.2,
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);
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next.wing_out_l.ori = Quaternion::rotation_y((0.35 + wingl * 0.6).max(0.2));
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next.wing_out_l.scale = Vec3::one() * 1.05;
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next.wing_out_l.scale = Vec3::one();
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next.wing_out_r.offset = Vec3::new(
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skeleton_attr.wing_out.0,
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@ -53,8 +53,8 @@ impl Animation for IdleAnimation {
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next.head_lower.scale = Vec3::one() * 1.05;
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next.jaw.offset = Vec3::new(0.0, skeleton_attr.jaw.0, skeleton_attr.jaw.1);
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next.jaw.ori = Quaternion::rotation_x(slow * 0.05);
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next.jaw.scale = Vec3::one() * 0.98;
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next.jaw.ori = Quaternion::rotation_x(slow * 0.04);
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next.jaw.scale = Vec3::one() * 1.05;
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next.chest_front.offset = Vec3::new(
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0.0,
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@ -158,7 +158,7 @@ impl<'a> From<&'a comp::dragon::Body> for SkeletonAttr {
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(Reddragon, _) => (7.5, 3.5),
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},
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jaw: match (body.species, body.body_type) {
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(Reddragon, _) => (7.0, -5.0),
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(Reddragon, _) => (6.5, -5.0),
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},
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chest_front: match (body.species, body.body_type) {
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(Reddragon, _) => (0.0, 14.0),
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@ -67,8 +67,8 @@ impl Animation for RunAnimation {
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skeleton_attr.jaw.0 - wave_ultra_slow_cos * 0.12,
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skeleton_attr.jaw.1 + wave_slow * 0.2,
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);
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next.jaw.ori = Quaternion::rotation_x(wave_slow * 0.05);
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next.jaw.scale = Vec3::one() * 0.98;
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next.jaw.ori = Quaternion::rotation_x(wave_slow * 0.03);
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next.jaw.scale = Vec3::one() * 1.05;
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next.tail_front.offset = Vec3::new(
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0.0,
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@ -137,7 +137,7 @@ impl Animation for RunAnimation {
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skeleton_attr.wing_in.2,
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);
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next.wing_in_l.ori = Quaternion::rotation_y(0.8);
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next.wing_in_l.scale = Vec3::one() * 1.05;
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next.wing_in_l.scale = Vec3::one();
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next.wing_in_r.offset = Vec3::new(
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skeleton_attr.wing_in.0,
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