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