* add getters for frame poses
* fix missing joint in GetJointPose
* clean up models_iqm.cpp
* clean up usage of I_GetTimeFrac, split out matrix calculation into its own function
* clean up SetModelBoneRotationInternal
* clean up a few float <-> double and unsigned <-> signed warnings
* fix more warnings
* further clean up warnings
* split mode ObjectToWorldMatrix stuff
* initial work on bone getters, matrix hell
(the matrix/vec3 multiplications are probably wrong af, just gotta add more stuff 'till i can test it)
* clean up matrix math
* GetBone/TransformByBone
* fix GetBoneFramePose
* fix ObjectToWorldMatrix
* fix missing array resize
* raw matrix getters (for use with gutamatics/etc)
* reverse matrix mult order
* replace GetBoneLength/GetBoneDir with GetBoneBaseTRS
* fix GetBonePosition, remove GetBoneWorldMatrix as it's useless
* GetBonePosition
* deduplicate code
* rename GetBonePosition to GetBoneBasePosition to avoid confusion
* GetBoneBaseRotation
* GetBonePosition helper function
* forgot include_offsets
* split frame info calculation from RenderFrameModels
* clean up fvec4 being used as quat in iqms
* initial work on bone setting
* implement bone setters
* clean up FindModelFrame
* refactor model overrides into its own function
* refactor frame rendering into RenderModelFrame
* split frame processing into ProcessModelFrame
* refactor BoneOverride in preparation for translation/scale overrides
* clean up macros
* SetBoneTranslation/SetBoneScaling
* GetBoneOffset
* fix compilation on linux/mac (fuck you MSVC)
* fix typo 😅
* make sure bone overrides are cleared on model switches, add ClearBoneOffsets to clear them manually
* bone info getters
* fix joint lengths, add joint dirs
* serialize bone overrides
* fix bone dir return type
* GetBoneIndex/GetBoneCount
* helper functions for working with non-quat angles
* add mode enum, add more helper functions
* fix up formatting
Unique RNG namespace for client-side effects and HUDs. Identifiers for these cannot clash with identifiers that affect the playsim making them completely safe to use in HUD elements. They also won't be saved.
cleaned up function interface to avoid referencing the file system in the worker functions.
replaced StringTable's operators with functions.. The main reason is that these are far easier to look up when browsing the source.
This also fixes a premature translation in SBARINFO that was done in the parsing stage, not the printing stage.
- Effectively similar to Actors, but without the excess.
- Can be created with either the `level` function or the static `Spawn` function in ZSprite.
- STAT_SPRITE belongs to ZSprites only; ZSprites cannot be moved out of, nor can anything else be moved in to, this statnum.
Misc:
- Fixed (Sprite)Offset taking roll into account.
Crediting phantombeta, RicardoLuis0 and RaveYard for assistance.
The main advantage here is that this allows to get rid of the gdtoa dependency, it is also preferable to have some code here that's being maintained.
Feature-wise both are mostly identical, stb also support MSFT integer size modifiers and hexadecimal floats.
Actors in the line of fire with this flag trigger the MF_SHADOW aiming penalty. The shooter needs to have MF9_DOSHADOWBLOCK to check for actors with this flag.
* add QualifiedName to VMFunction and allocate these static names from the class data memory arena instead of using FStrings.
* null pointer type checks in the VM added to avoid crash on bad codegen.