fix katana model
	
		
			
	
		
	
	
		
	
		
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				| @ -54,7 +54,7 @@ | ||||
|         }, | ||||
|         { | ||||
|             "itemId" : "Katana2H", | ||||
|             "modelPath" : "Models/items/weapons/katana1alt.fbx", | ||||
|             "modelPath" : "Models/items/weapons/katana1alt.glb", | ||||
|             "weaponData" : { | ||||
|                 "weaponClass" : "sword2h", | ||||
|                 "damage" : 10, | ||||
| @ -91,7 +91,7 @@ | ||||
|                 "TARGETABLE", | ||||
|                 "OUTLINE" | ||||
|             ], | ||||
|             "idleAnim" : "Sword|Idle", | ||||
|             "idleAnim" : "Idle", | ||||
|             "collidable": { | ||||
|                 "type" : "CUBE", | ||||
|                 "dimension1" : 0.03, | ||||
|  | ||||
							
								
								
									
										
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								assets/Models/items/weapons/katana1alt.glb
									
									
									
									
									
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							| @ -50,6 +50,12 @@ | ||||
|                 "diffuse" : "/Textures/katana1.png" | ||||
|             } | ||||
|         ], | ||||
|         "Models/items/weapons/katana1alt.glb": [ | ||||
|             { | ||||
|                 "meshName" : "Cube.001", | ||||
|                 "diffuse" : "/Textures/katana1.png" | ||||
|             } | ||||
|         ], | ||||
|         "Models/tree1.fbx": [ | ||||
|             { | ||||
|                 "meshName" : "Cube.002", | ||||
|  | ||||
| @ -10,11 +10,11 @@ | ||||
|     Maybe a fade-out before deleting entity on death? | ||||
| 
 | ||||
| + rearchitecture | ||||
|   Quad tree implementation to support grass placement and eventually chunk LOD management | ||||
| 
 | ||||
| + fix the vibes | ||||
|   Attack animation feels slow | ||||
|   Stability | ||||
| 
 | ||||
| + bug fixes | ||||
|   Katana is frustum culled incorrectly | ||||
|   Rendering pipelines are broken when the katana is not drawn | ||||
|   Fix grass rendering distance | ||||
|  | ||||
| @ -557,6 +557,8 @@ Debounce attack collisions | ||||
| Remove entities on death | ||||
| Remove movement restriction on attack | ||||
| Update frame data for first person 2h sword swing to align with third person better and make it feel snappier | ||||
| Fix katana is frustum culled incorrectly | ||||
|  - This is because the data is incorrect (blender has an animation already applied, need to push down) | ||||
| 
 | ||||
| 
 | ||||
| # TODO | ||||
|  | ||||
| @ -207,11 +207,10 @@ public class ClientLoading { | ||||
|         Globals.clientScene.registerBehaviorTree(new ApplyRotationTree(cloudRing,new Quaterniond().rotationZ(0.0001))); | ||||
|         Globals.assetManager.queueOverrideMeshShader("Models/environment/cloudRing.fbx", "Sphere", "Shaders/skysphere/skysphere.vs", "Shaders/skysphere/skysphere.fs"); | ||||
| 
 | ||||
|         //player's cursor | ||||
|         Globals.playerCursor = EntityCreationUtils.createClientSpatialEntity(); | ||||
|         EntityCreationUtils.makeEntityDrawable(Globals.playerCursor, "Models/basic/geometry/unitsphere_1.fbx"); | ||||
|         EntityUtils.getScale(Globals.playerCursor).set(30f); | ||||
| 
 | ||||
| 
 | ||||
|     } | ||||
| 
 | ||||
|     static void initDrawCellManager(){ | ||||
|  | ||||
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