Petr Ohlídal
Petr Ohlídal
@CuriousMike56 Thanks for testing, sorry about the giant size glitch (I forgot to add `mesh_scale` to the definition file). My idea is to migrate the default rorbot from "resources" directories...
@CuriousMike56 I think I figured out a setup which will satisfy everyone: * rorbot mods will live in /mods, be enlisted in modcache and selected using Selector UI in the...
@tritonas00 Thanks for testing. * Vido's changes are not part of this PR, it just introduces the modding system and remakes the classic character using it. * The T-pose is...
@CuriousMike56 RoRbot mods can't cause conflicts, each loads to separate resource group like other mods, and the default rorbot is also a mod. But I'll rename it to default_character.zip, no...
> @CuriousMike56 RoRBot mods conflict the same way vehicles can, if both .character files are named the same. You're right, I had different "conflict" in mind (OGRE resource names). Yes,...
I dusted this off and renamed things to resolve ambiguity with "animation" meaning either skeletal animation or game-defined animation. Ambiguity is bad. Changes: * game animations (defined in the .character...
Known defects - mp crash https://discord.com/channels/136544456244461568/189904947649708032/1120112468669239346 - multiple skins https://discord.com/channels/136544456244461568/189904947649708032/1120396644341522533 Feature suggestions - origin offset https://discord.com/channels/136544456244461568/189904947649708032/1120072821478010942
@AnotherFoxGuy had some insights into this on Discord, I myself never came to contact with flat packs but the topic did come up several times.
@graysonk95 Great to see you around again! Sorry about the response lag, I've been drowned in daily job lately. Might easily be a bug, a lot went on with the...
I'm fixing the addonpart conflicts - I figured I need to block the user from selecting conflicting addonparts at all, preferably with some visual markers. This is what I have...