Animate chaingun and painsaw in code using bone transformations #37
DolceTriade/Unvanquished:anims into unvmods-0.56
FWIW, the current code that supports MD3 (https://codeberg.org/unvmods/unvanquished/src/branch/unvmods-0.56/src/cgame/cg_weapons.cpp#L1483-L1497) for spinning barrel does not affects when firing animations are played.
Except for that, the other issues I see are general issues that affect unvanquished codebase a lot, and it would be unreasonable to ask a PR introducing a feature to fix those long lasting issues.
I have not tried the code (that will conflict with my own commits, and it is not in sync with the unvmods-0.56 branch neither), but it is simple enough, not much intrusive, and should be trivial to repair if an error occurs, while I see nothing that could lead to a crash.
The only questionnings I have are about the flames that go out of cannon for chaingun, which to me seems related to the animation, and that this gives very 2 different code paths depending on the model file format (previous one, and current one), which ideally I would like to avoid.
Still, cleanup can happen later, it's not as if this part of the codebase was clean and nice.
So, I have cherry-picked those commits on top of my branch, which have a lot of changes and tested it.
- 0 conflicts;
- it works;
- 0 additional warning (modulo those I have to disable because too noisy otherwise);
- I will need the feature for the spinigun mechanics;
There are minor details that could be said about the feature being now in 2 places because old md3 code is somewhere else, but that would be bike-shedding, and I would prefer to let this stuff to upstream.
I say we merge it.
Actually, no, my tests show a weird behavior when playing remotely. It may be related to some of my other changes, but that would be weird, as I have a dedicated repo and branch for what i deploy.
See http://deadbeef.fr/random/local-chaingun.mp4 and http://deadbeef.fr/random/remote-chaingun.mp4 (I will keep those files hosted until I get the issue solved)
View command line instructions
Checkout
From your project repository, check out a new branch and test the changes.Merge
Merge the changes and update on Forgejo.Warning: The "Autodetect manual merge" setting is not enabled for this repository, you will have to mark this pull request as manually merged afterwards.
No due date set.
No dependencies set.
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?