Daemon
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Bad model skeletons
I've found a rather reliable reproducer for the skeleton issue, with both 0.55.3 and current master:
/devmap plat23- Build a few buidlings. In my testing, a node, ret, and arm seemed to be enough.
/layoutLoad test(the layout is here: https://users.unvanquished.net/~reaper/maps/layouts/plat23/test.dat)
A couple eggs (seemingly random ones) will have some broken skeletons:
With r_showSkeleton 1:
It seems to always be 2 eggs as well.
On habitat I reproduce this by just loading the map:
I can reproduce the Habitat one. It works correctly with 0.55.2 gamelogic.
I think this is probably caused by https://github.com/DaemonEngine/Daemon/pull/1532. I will try rewriting it without QuatFromMatrix as described in https://github.com/DaemonEngine/Daemon/pull/1532#issuecomment-2620050318.
Yep, doing it like this fixes it.
matrix_t rotmat;
MatrixFromAngles(rotmat, bmc->modelRotation[ PITCH ], bmc->modelRotation[ YAW ],
bmc->modelRotation[ ROLL ] );
MatrixFromVectorsFLU( axisMat, ent.axis[ 0 ], ent.axis[ 1 ], ent.axis[ 2 ] );
matrix_t out;
MatrixMultiply( axisMat, rotmat, out);
MatrixToVectorsFLU( out, ent.axis[ 0 ], ent.axis[ 1 ], ent.axis[ 2 ] );
One of the turrets on Habitat is also affected. It appears to point in the opposite direction of the one it's really shooting in.
I can't reproduce the issue with the egg spam layout on the 0.55.3 release (Windows + Nvidia).
The original issue is still there.
I can't reproduce the issue with the egg spam layout on the 0.55.3 release (Windows + Nvidia).
I can reproduce this by doing:
/devmap plat23/setviewpos 0 2030 44 0 20; devteam h- Build an arm at that viewpos and each of
0 2030 44 90 20,0 2030 44 -90 20, and0 2030 44 180 20
I don't get it with the armories either.
Might be compiler-dependent or something.
I believe @enneract was able to reproduce this issue as well.