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Refactor weapon types behaviour #2413
Conversation
@Capostrophic, @AnyOldName3, @kcat, @wareya, any objections or suggestions? |
No, but that doesn't necessarily mean I have any idea what's going on with this, as it's mostly |
Well, first of all, there could be general codestyle issues. |
Is it on a drawable or stateset? If not, it's a flag for the optimiser rather than a flag for rendering, so doesn't actually break things. |
On the drawable. |
Are you sure? The node is a Node pointer, not a Geometry pointer, so I'd be a little surprised if it was actually the drawable. |
Well, at least on the loaded node itself. I doubt that every bone node has its own stateset. Anyway, I can get rid of DYNAMIC here if there is a better way to tell optimizer to do not try to optimize injected bones. Of course, I can just write to docs that any injected node should have a name starting with "Bip01", but I am not sure if it is a good solution. |
When I say
I'm asking is it on
or
If it's a Group or a Transform or whatever, it's not a drawable. |
Anyway, I removed DYNAMIC. Users will need to use bones with reserved names. |
If it isn't on a drawable, there's no problem with using dynamic, so if it makes things better, don't remove it. |
Nothing obvious coming up. I think it's time to prepare for this to be merged? |
Which kind of preparation is needed? |
1. Move weapon types behaviour from switches to the table (should allow us to de-hardcode weapon types later) 2. Gereralize bones injection to actors skeletons (instead of using the hardcoded xbase_anim_sh.nif)
Replacement of #2134.
Since we do not have a good way to de-hardcode settings right now, just de-hardcode the custom rigs loading and still move weapon settings to the table. Later we can add Lua bindings to it, if needed.
Even in its current state this PR allows to define different placement of sheathing bones for actors with different skeletions (males, females and beast races).
Testing data (animations + skeletons): Data.zip
Once this PR will be ready for merging, I'll contact with Greatness7 to update his mod and update documentation.