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https://github.com/mwpenny/portal64-still-alive.git
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79e77030c1
Level animations use global coordinates, but sk_animation uses relative offsets for child bones. Updating sk_animation to use global coordinates works, but would break support for model animations (which use relative offsets). Although model animation export logic is currently implemented on the C++ side and would not be immediately affected, eventually it'd be worth it to move it over to Lua for simplicity and consistency. So to avoid a future breaking change, and since complex armatures for level animations are not likely to be needed, I'm leaving the current behavior as-is until it is proven to be useful/necessary. Levels which break this rule will now fail to export, to avoid surprises for anyone who tries. |
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.. | ||
level_scripts | ||
auto_uv.py | ||
bake_lighting.py | ||
debug_simplex.py | ||
debug_surface_builder.py | ||
dump_rcp_state.py | ||
export_fbx.py | ||
export_level.lua | ||
font_converter.js | ||
generate_animation_ld.js | ||
generate_dynamic_animated_model_list.js | ||
generate_dynamic_model_list.js | ||
generate_level_ld.js | ||
generate_level_list.js | ||
generate_sound_config.js | ||
generate_sound_ids.js | ||
jsox.js | ||
profile_parser.js | ||
romfix64.sh | ||
setup.sh | ||
zimage_formatter.js |