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This adds support for generating collide meshes when importing custom
models. A couple of things to keep in mind:
- A single `collide-mesh` may only have up to 255 vertices.
- When exporting a GLTF file in Blender, a `collide-mesh` will be
generated for every mesh object that has collision properties applied
(ideally, you would set all visual meshes to `ignore` and your collision
meshes to `invisible` in the OpenGOAL plugin's custom properties).
- Ensure that your actor using the model properly allocates enough
`collide-shape-prim-mesh`es for each `collide-mesh` ([example from the
original game that uses multiple
meshes](
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.. | ||
audio | ||
cross_os_debug | ||
cross_sockets | ||
custom_data | ||
dma | ||
formatter | ||
global_profiler | ||
goos | ||
log | ||
math | ||
repl | ||
serialization | ||
sqlite | ||
texture | ||
type_system | ||
util | ||
versions | ||
CMakeLists.txt | ||
common_types.h | ||
goal_constants.h | ||
link_types.h | ||
listener_common.h | ||
symbols.h |