buffer overflow fix
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@ -542,7 +542,7 @@
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},
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"offset": {
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"x": 0.0,
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"y": 0.6,
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"y": 0.0,
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"z": 0.0
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}
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},
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@ -426,7 +426,7 @@
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},
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"offset": {
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"x": 0.0,
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"y": 0.3,
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"y": 0.0,
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"z": 0.0
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}
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},
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@ -0,0 +1,39 @@
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@page humanprogress Human
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Progress on the human creature
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## Third Person Model
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- [X] Meshed
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- [ ] Textured
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- [X] Rigged
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- Animations
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- Common
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- [X] Idle
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- [ ] Walk
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- [ ] WalkStrafeLeft
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- [ ] WalkStrafeRight
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- [X] Jog
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- [ ] Sprint
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- [ ] Jump
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- [ ] Fall
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- [ ] Land
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- [ ] Swim
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- [ ] Interact
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- [ ] InteractChannel
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- [ ] Eat
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- Attributes 0/0
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## Data
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- [ ] Bone Groups
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- [ ] Physics
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- [ ] Visual Attributes
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- Movement
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- [ ] Ground Movement
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- [ ] Sprinting
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- [ ] Jumping
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- [ ] Falling
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- [ ] Walking
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- [ ] Swimming
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- [ ] Hitboxes
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- Combat
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- [ ] Health
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- [ ] AI
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@ -24,10 +24,8 @@
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Crouching
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Model clothing, hair for the human
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particles, light on sword collision
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- Requires particle manager overhaul
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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 particle manager overhaul
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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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@ -816,6 +816,9 @@ Texture atlasing for particle system
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Texture atlas caching
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Point light offsets
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(09/20/2024)
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Light manager buffer overflow bugfix
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# TODO
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@ -229,6 +229,7 @@ public class LightManager {
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//
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//push point lights
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ByteBuffer pointLightBuffer = pointLightSSBO.getBuffer();
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pointLightBuffer.limit(pointLightBuffer.capacity());
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for(PointLight light : this.entityPointLightMap.values()){
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if(i >= MAX_POINT_LIGHTS){
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LoggerInterface.loggerRenderer.WARNING("CLOSE TO MAXIMUM NUMBER OF POINT LIGHTS!");
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