- Removed bone manipulation code
- Implemented an index in calculateBones to optimize multi-armature actors
- Moved the bone storage object's creation to RenderModels so that the armature array can be sized there
- Factored in parent bone rotations to check if a bone needs updating
- Implemented multiply Quaternion functions to TVector4
- Converted Euler rotations in A_ManipulateBone to degrees
- Refactored IQM and calculateBones to process TRS at runtime which resolves some of the faulty animations with large rotations. Will also make bone manipulations much easier to do
- The compile errors should be fixed
- Implemented a way for skeletal models using the MODELSAREATTACHMENTS flag to not upload duplicate bones to the bone buffer
- I need to figure out how I'm gonna reference the same boneStartIndex between the indices. Maybe some property in smf? The problem is that even though the bone calculations are done just once per instance of the actor when the flag is enabled, the bone buffers are being copied still, and if there's too much data, some will quit uploading because it's full. Besides doing this, I may just see about increasing the buffer size if possible. It's really just not very big.
- Part of having mesh data in an IQM includes joints. If a model doesn't have any mesh data to it, it won't have joints, and those are necessary. Poses are a different story however.
- Implemented Animation parameters for A_ChangeModel
- Made a modeldef flag to treat additional model indices as just attachments, meaning they will use armature data from index 0
- Fixed an issue with A_ChangeModel where generated indices lower than smf frame amounts could not actually generate anything
- Removed redundant AttachAnimationData functions from derived model classes
- Fixed indentation in IQM loader
- Fixed a merging issue in the MD3 FindFrame
- Fixed a formatting issue in FindFrame in Model.h?