first person hand bone alignment work
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@ -238,10 +238,10 @@
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"equipPointId" : "handRight",
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"bone" : "Hand.R",
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"firstPersonBone" : "hand.R",
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"offsetVectorFirstPerson" : [0,0,0],
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"offsetVectorFirstPerson" : [-0.05,0.04,-0.09],
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"offsetVectorThirdPerson" : [0.02,-0.06,0],
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"offsetRotationThirdPerson" : [-0.334,0.145,-0.28,0.89],
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"offsetRotationFirstPerson" : [0.923,-0.143,-0.232,0.24],
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"offsetRotationFirstPerson" : [0.02,-0.977,-0.211,-0.005],
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"canBlock" : true,
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"equipClassWhitelist" : [
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"tool",
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@ -11,4 +11,3 @@
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option to load all data cells in scene on initializing a scene (thereby loading spawn points into memory)
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+ bug fixes
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fix client-attached models to viewmodel drawing on previous frame
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@ -474,7 +474,7 @@ Creature data validation
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Unify animation format data on disk
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Leverage animation masks to block while moving
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Remove Airplane movement system
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Fix client-attached models to viewmodel drawing on previous frame
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# TODO
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@ -265,7 +265,7 @@ public class ImGuiEntityMacros {
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ImGui.text("Bone (First Person): " + point.getFirstPersonBone());
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//offsets
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ImGui.text("[Third Person] Offset: " + AttachUtils.getEquipPointRotationOffset(point.getOffsetRotationThirdPerson()));
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ImGui.text("[Third Person] Offset: " + AttachUtils.getEquipPointVectorOffset(point.getOffsetVectorThirdPerson()));
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if(ImGui.sliderFloat3("[Third Person] Offset", vectorValuesThirdPerson, MINIMUM_OFFSET, MAXIMUM_OFFSET)){
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Vector3d offset = new Vector3d(vectorValuesThirdPerson[0],vectorValuesThirdPerson[1],vectorValuesThirdPerson[2]);
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List<Float> newValues = new LinkedList<Float>();
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@ -278,7 +278,7 @@ public class ImGuiEntityMacros {
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AttachUtils.setVectorOffset(equippedEntity, AttachUtils.getEquipPointVectorOffset(point.getOffsetVectorThirdPerson()));
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}
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}
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ImGui.text("[First Person] Offset: " + AttachUtils.getEquipPointRotationOffset(point.getOffsetRotationFirstPerson()));
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ImGui.text("[First Person] Offset: " + AttachUtils.getEquipPointVectorOffset(point.getOffsetVectorFirstPerson()));
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if(ImGui.sliderFloat3("[First Person] Offset", vectorValuesFirstPerson, MINIMUM_OFFSET, MAXIMUM_OFFSET)){
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Vector3d offset = new Vector3d(vectorValuesFirstPerson[0],vectorValuesFirstPerson[1],vectorValuesFirstPerson[2]);
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List<Float> newValues = new LinkedList<Float>();
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