bugfixes
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@ -550,7 +550,7 @@
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"idleData": {
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"animation": {
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"nameFirstPerson" : "Idle",
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"nameThirdPerson" : "Idle1",
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"nameThirdPerson" : "Idle",
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"priorityCategory" : "IDLE"
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}
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},
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@ -434,7 +434,7 @@
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"idleData": {
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"animation": {
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"nameFirstPerson" : "Idle",
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"nameThirdPerson" : "DefaultPose",
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"nameThirdPerson" : "Idle",
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"priorityCategory" : "IDLE"
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}
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},
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@ -34,6 +34,7 @@ Progress on the human creature
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- [ ] ClimbLeft
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- [ ] ClimbDown
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- [ ] ClimbRight
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- [ ] PushingItem
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- [X] Sit (Ground)
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- [ ] Sit (Chair)
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- [X] HoldItemRH
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@ -34,6 +34,7 @@ Progress on the skeleton creature
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- [ ] ClimbLeft
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- [ ] ClimbDown
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- [ ] ClimbRight
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- [ ] PushingItem
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- [X] Sit (Ground)
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- [ ] Sit (Chair)
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- [X] HoldItemRH
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@ -16,6 +16,7 @@
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Ticketed randomizer node for BTs to more heavily weight attacking and waiting
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+ feedback driven requirements
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Item/Equip overhaul (again)
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Idle viewmodel does not show hands
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Add punching/unarmed combat
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UI spacing and scaling
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@ -25,24 +26,18 @@
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Model clothing, hair for the human
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particles, light on sword collision
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Come up with a title for the game and create a title menu for it (ideally with some animation and music)
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- Flames moving up the screen
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- Requires actor panel that can play scenes
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- Requires rendering overhaul
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- Requires finding an sfx for flames
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Objectives
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- PVP arena mode initially?
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- Spawn player at start of a dungeon
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- Spawn player in a town with a quest to complete a nearby dungeon
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+ bug fixes
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Fix ui audio playing at world origin
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Fix idle animations
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Fix light cluster mapping for foliage shader
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Fix lights not being deleted
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- Not sending a "light count" var to light calculations, so the data stays in buffer even though it is not being updated
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Fix ui elements not storing default discrete world size on level editor menu
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Fix static friction coeff causing player to slide on shallow slopes
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- Probably need to look into using capsules
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Fix skeleton right strafe
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Fix block tree preventing initiating an attack
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Fix return to title menu synchronization bug
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@ -822,6 +822,9 @@ Particle Emitter data definitions
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Torch w/ particle + lighting
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Fix text input collapsing while typing
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Voxel selection item
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Fix ui elements not storing default discrete world size on level editor menu
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Fix skeleton right strafe
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Fix ui audio playing at world origin
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# TODO
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@ -1 +0,0 @@
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{"serializedEntities":[]}
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@ -1 +0,0 @@
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{"versionString":"0.0.1","timeCreated":"1724087800358","name":"testscene1"}
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@ -1 +0,0 @@
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{"type":"LEVEL","worldMinPoint":{"x":0.0,"y":0.0,"z":0.0},"worldMaxPoint":{"x":16.0,"y":16.0,"z":16.0},"worldSizeDiscrete":1,"worldSizeDiscreteVertical":1,"dynamicInterpolationRatio":1,"randomDampener":1.0,"isArena":false}
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@ -70,6 +70,15 @@ public class AudioSource {
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}
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}
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/**
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* Sets whether this audio is spatial or not
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* @param isSpatial true for spatial audio, false otherwise
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*/
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public void setSpatial(boolean isSpatial){
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int val = isSpatial ? AL10.AL_FALSE : AL10.AL_TRUE;
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AL10.alSourcei(sourceId, AL10.AL_SOURCE_RELATIVE, val);
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}
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/**
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* Sets the temporal offset of the source (ie how far into the clip to start playingf)
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* @param time The time in seconds
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@ -58,6 +58,7 @@ public class AudioUtils {
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rVal = AudioSource.create(loops);
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rVal.setBuffer(buffer.getBufferId());
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rVal.setGain(Globals.audioEngine.getGain());
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rVal.setSpatial(false);
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rVal.play();
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} else {
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LoggerInterface.loggerEngine.WARNING("Failed to start audio in playAudioAtLocation");
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@ -312,7 +312,7 @@ public class Slider extends StandardDrawableElement implements ClickableElement,
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propagate = onDrag.execute(dragEvent);
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} else {
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//default behavior
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int percentage = dragEvent.getRelativeX() - getAbsoluteX();
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int percentage = dragEvent.getCurrentX() - getAbsoluteX();
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int max = getWidth();
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value = Math.max(Math.min((float)percentage/max,1.0f),0.0f);
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value = this.valueFromPercentage(value);
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@ -326,7 +326,7 @@ public class Slider extends StandardDrawableElement implements ClickableElement,
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propagate = onDragRelease.execute(dragEvent);
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} else {
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//default behavior
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int percentage = dragEvent.getRelativeX() - getAbsoluteX();
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int percentage = dragEvent.getCurrentX() - getAbsoluteX();
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int max = getWidth();
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value = Math.max(Math.min((float)percentage/max,1.0f),0.0f);
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value = this.valueFromPercentage(value);
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