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Reworked the entity animation system, so that blending between poses is pulled fully to the Unity side. With this we can detect the situation where we are trying to blend from one animation sequence to another. Since this is not possible in UniQuake due to each animation sequence being converted to a separate mesh, we instead hold the poses for a frame as if we're not using animation lerping at all. This fixes the occasional animation glitch where the previous sequence would be animated a bit too far, which can be very noticeable on non-looping animation sequences (e.g. the Chthon's rise animation).
readme
Reworked the entity animation system, so that blending between poses is pulled fully to the Unity side. With this we can detect the situation where we are trying to blend from one animation sequence to another. Since this is not possible in UniQuake due to each animation sequence being converted to a separate mesh, we instead hold the poses for a frame as if we're not using animation lerping at all. This fixes the occasional animation glitch where the previous sequence would be animated a bit too far, which can be very noticeable on non-looping animation sequences (e.g. the Chthon's rise animation).
readme
7 changed files with 65 additions and 26 deletions
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6Assets/Scripts/Game/Entity.cs
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6Assets/Scripts/Modules/GameModule.Interop.cs
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4Assets/Scripts/Modules/GameModule.cs
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62Assets/Scripts/Support/AliasModel.cs
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2engine/Quake/client.h
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5engine/Quake/r_alias.c
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6engine/UniQuake/game_uniquake.c
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