Petr Ohlídal
Petr Ohlídal
This is being fixed here https://github.com/RigsOfRods/rigs-of-rods/pull/3034
Thanks for the bump in Discord#development, this deserves a brief thought: * `replaceProp` the way you suggest it is trivial to code and introduces no duplicities. * `addProp` is easy...
Related: https://github.com/RigsOfRods/rigs-of-rods/pull/3066 introduces convenience functions which draw nice hotkeys with activity highlight.
Regarding rorbot, I have these thoughts: - we want to fade animations in and out, like when running and stopping. This involves the Blend Weight param but possibly playback speed....
This (very satisfying!) new debug UI shows the animation definitions and visualizes if, and why, they're running.  Red flags block the animation. Green flags let the animation run. Yellow...
Added (even more satisfying) inline display mode to 'Game anims' UI. 
I added support for bone blend masks, see https://ogrecave.github.io/ogre/api/1.11/class_ogre_1_1_animation_state.html#a06594a53335afbe8ccb67331e35a32fd  Example for the stock character.mesh (disables all upper body animation when running, see above GIF): ``` begin_bone_blend_mask anim_name "Run" bone_weight...
**Purpose:** to make the rorbot 100% moddable **Estimate:** 2 man days. The hard part is done, the character-def fileformat is proven to work by Vido using dev-build. **Work to be...
I've added modcache support for character mods, and a RoR.cfg option to specify the default character, which you can also configure from Settings UI via selector. Soon I'll move the...
@CuriousMike56 Thanks for the exhaustive testing and sorry about the confusion with the default rorbot. The game now loads rorbots exclusively from the mods directory, so the config/classic.character won't be...