animation updates
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@ -57,7 +57,7 @@
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"modelPath" : "Models/items/weapons/katana1alt.fbx",
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"modelPath" : "Models/items/weapons/katana1alt.fbx",
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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" : 34,
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"damage" : 10,
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"hitboxes" : [
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"hitboxes" : [
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{
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{
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"type": "hit_connected",
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"type": "hit_connected",
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@ -1,3 +1,3 @@
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#maven.buildNumber.plugin properties file
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#maven.buildNumber.plugin properties file
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#Thu Aug 08 09:35:08 EDT 2024
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#Tue Aug 13 17:01:10 EDT 2024
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buildNumber=200
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buildNumber=201
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@ -16,4 +16,5 @@
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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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@ -556,6 +556,7 @@ Potential fix for client concurrency issue
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Debounce attack collisions
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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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# TODO
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# TODO
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@ -525,9 +525,11 @@ public class RenderingEngine {
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// checkError();
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// checkError();
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//check and call events and swap the buffers
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//check and call events and swap the buffers
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LoggerInterface.loggerRenderer.DEBUG_LOOP("Swap buffers");
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LoggerInterface.loggerRenderer.DEBUG_LOOP("GLFW Swap buffers");
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glfwSwapBuffers(Globals.window);
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glfwSwapBuffers(Globals.window);
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LoggerInterface.loggerRenderer.DEBUG_LOOP("GLFW Poll Events");
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glfwPollEvents();
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glfwPollEvents();
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LoggerInterface.loggerRenderer.DEBUG_LOOP("Check OpenGL Errors");
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checkError();
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checkError();
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}
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}
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