From 8d857f902725d96c651671a7d3a9eefa8612f143 Mon Sep 17 00:00:00 2001 From: austin Date: Tue, 13 Aug 2024 18:12:19 -0400 Subject: [PATCH] fix katana model --- assets/Data/items.json | 4 ++-- assets/Models/items/weapons/katana1alt.glb | Bin 0 -> 9784 bytes assets/Textures/default_texture_map.json | 6 ++++++ docs/src/progress/currenttarget.md | 4 ++-- docs/src/progress/renderertodo.md | 2 ++ .../engine/loadingthreads/ClientLoading.java | 3 +-- 6 files changed, 13 insertions(+), 6 deletions(-) create mode 100644 assets/Models/items/weapons/katana1alt.glb diff --git a/assets/Data/items.json b/assets/Data/items.json index 9d058978..0f8c7712 100644 --- a/assets/Data/items.json +++ b/assets/Data/items.json @@ -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, diff --git a/assets/Models/items/weapons/katana1alt.glb b/assets/Models/items/weapons/katana1alt.glb new file mode 100644 index 0000000000000000000000000000000000000000..81ad1fd89518e9fe0cdf67bdc932eadf35da78e3 GIT binary patch literal 9784 zcmeHLYiwM_6&`4SlmrM6LLdR0%OfFKZ)WbyefhC#JLF-S*dcZ($RuQK-y}=zU2Aup zl)91KRw_uSB&tYTQ3w*L3WD$`1VL&C2LwnF6&3u5s?Z<(K_&k1Qq!sxq4Ya<_wKIu zan}n!n@#TAnKR!x^PMwi9@o2ude@!L7_)C-EVPiZ+k3jZ#RNda8t2N zGNmg75tdSN!?X-r3f<5NX@z*$Ru=v%u5-r#(8Ad1 zf!Gk3^>JADeu_)SkcOd$1T;#8(8#1>iS$sOmJ=3I7}9Y}+k{=+b{hq03fr(P$)zxb zsSEC?5Z|^hG^P#gjt>o{Tm-C-lkeHUcpmE|9*eMLnbI(A=_t;1gB!4Iz&k_PhG7az z=$3G#rMr!~9%{70N=eQ!nvf=5gytbpMp=fHgNWJOw!s=fBcMmwG0=7lh#gZ(#8!lr z(3N8wh`LZh7#K=m(q{TWLlpZVO8h`#*pi!uW1G@+5F^u@IUZJ)Y3kAv(y_R(l?*k? 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+ 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 diff --git a/docs/src/progress/renderertodo.md b/docs/src/progress/renderertodo.md index 4673653a..02ddbf82 100644 --- a/docs/src/progress/renderertodo.md +++ b/docs/src/progress/renderertodo.md @@ -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 diff --git a/src/main/java/electrosphere/engine/loadingthreads/ClientLoading.java b/src/main/java/electrosphere/engine/loadingthreads/ClientLoading.java index 59912e01..31ff8507 100644 --- a/src/main/java/electrosphere/engine/loadingthreads/ClientLoading.java +++ b/src/main/java/electrosphere/engine/loadingthreads/ClientLoading.java @@ -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(){