Hey everyone! schedules are a bit tight this week, so a bit of a ’round the table’ quickie Thursdoid of what people are up to blog this week, a few little vids and pics to show but generally a ‘we’re working on it!’ blog as we try and push the final mile. We have some plans internally forming that we’ll share once we get a handle on how long the rotational blending system takes to polish and bug fix will be, as well as a couple of other things slotting into place.
Speaking of, Zac and Martin have been hard at work getting the rotational system polished off the last few weeks. We’re still having some persistent issues with the body twisting and various other things with the 180 degree turns looking unnatural, particularly while moving, but feel we’re getting closer every day. Here’s a recent video showing the rotation anims in action but please bear in mind its still very work in progress at the moment.
Lots of to-ing and fro-ing with animation debugger output and puzzling at why certain anims are blended in, additions to the animation system to filter out transition anims based on conditions, work on the anim recorder to better debug issues.
And effort to repair foot sliding issues that had crept in with the power of maths.
Elsewhere, RJ has been hard at work clearing out a lot of the long standing bugs in the ‘definitely fix before IWBUMs’ bucket, as well as general polish and balancing up around the code base, fixing up crawlers, rebalancing shoe bite protection, rebalancing the bleeding system etc, to eventually get rid of all our big irritants in the internal build before others play.
Tim, as well as some garbage collection assassination work (which it occurs to me now makes him sound like a hitman offing people in a garbage truck, rather than a coder trying to make java behave, now I read it back), has been working on some cool underlying tech that makes it easier to attach models to other meshes with predefined mesh attachment points since his forays into the vehicle model parts and so on that we’ve reported on previously:
The upshot of this system is we can do some cool stuff we were not able to previously, including muzzle flashes
(Note art is not final)
There are other interesting applications shared, but we don’t want to get ahead of ourselves and promise stuff that may not make it into IWBUMS at this point, so we’ll see where it goes first.
Turbo has been hard at work with the upgrade to the clothing insulation system, will just leave this (still WIP) UI panel to give an idea of how its going:
This week’s foggy meeting by Sedna. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too!