10-27-2011, 05:41 PM
(10-27-2011, 03:12 PM)Lord Canistra Wrote: Alright, the whole thing works wonderfully ingame. Except for, maybe, small inconvenience when spawning playermodels - they default to animation set 0, which is death anim, and when you try to spawn one looking at the floor, they end up beneath it. Setting different default animation for player models and/or making simple undo operation not to spam world with those would fix this nicely. Otherwise, great job!
Falling through the floor should normally not happen. Sounds like a bounding box bug to me, and not the animation. Either way, frame 0 is the default. I don't agree with hard coding methods to identify models and default animation based on that, as anyone could put a custom model anywhere. On the bright side, the menu remembers the last animation keyframe you selected.
Anyway, I'm done coding for tonight. Since my last post, I added support for persisting object owners, by using player UID instead of owner entity (ID's are used in CTS). Note that if you don't have a player UID, anyone can edit your objects. I also un-hardcoded the materials. You can specify materials as strings, and sounds / particles are automatically fetched. This allows server admins to create their own materials without having to recompile, by only adding new sounds and particles.