Petr Ohlídal
Petr Ohlídal
@AnotherFoxGuy My first thought was that you're building without `OgreRTShaderSystem` component, but it turns out we're using it in TerrainObjectManager.cpp ("generateMaterialShaders"), so I'm busted. I suggest you reach out to...
I found the culprit in "Application Data\itch\logs\itch.txt" - directx installation was skipped: ``` {"time":1612388470346,"level":30,"msg":"→ Running command:"} {"time":1612388470346,"level":30,"msg":" C:\\Users\\Petr\\AppData\\Roaming\\itch\\prereqs\\dx-june-2010\\dxwebsetup.exe ::: /q"} {"time":1612388471591,"level":20,"msg":"Calling Fetch.Commons","name":"mcall"} {"time":1612388471688,"level":30,"msg":"A more recent version is already installed (Code...
> @AnotherFoxGuy Should we report this as an issue on https://github.com/itchio/itch ? Sorry about the response lag. Yes, I say we should.
Oops, my bad. Will fix soon.
This car is tricky. It combines buoyancy properties with truck properties, which is a dangerous mixture. I spent quite a while trying to fix it, but it's still not working....
Sooner or later I'll fix this car, and until then, this must stay open. My current approach is to create a 'retro branch' where I port RoR 0.4.0.7 (the last...
I sucessfully ported RoR 0.4.0.7 to recent OGRE + dependencies: https://github.com/only-a-ptr/rigs-of-rods/tree/retro  There's some visual glitches but the N/B spawns fine. With this reference I can analyze the spawn process...
While looking at the debug view I created, I figured an optimization. Most often, many vertices bind to the same REF/VX/VY nodes, so for optimal CPU cache usage, they should...
I implemented the "defragmentation" of flexbody vertex locators. Figuring out a sensible sorting algorithm was a challenge, and I'm still not happy with the result. Figuring out how to fix...
**Purpose**: To visually explain how flexbodies work and help modders diagnose them. **Estimate**: 1 man day. It all works.