beyond-all-reason / beyond-all-reason/RecoilEngine
remove "blocks all script animations from modifying it" from LuaSyncedCtrl::SetUnitPieceMatrix
- Dominant language
- C++
- Stars
- 679
- Forks
- 290
- Avg merge
- 3d 2h
- Merged PRs (30d)
- 40
Description
I didn't see the reasoning and I want so.
( I'm developing a new technology about dynamically change pieces' draw, like prettier and faster unit_changepiece.lua.
I need to change pieces' matrix by gadget to match its pos with its visual, while allowing animation to keep working (and without modifing animation scripts ). )
at RecoilEngine\rts\Rendering\Models\3DModel.h line 507 , please remove things about blockScriptAnims.
You can add another function about blockScriptAnims if you want.
I tried Spring.SetUnitPieceMatrix(unitID, base, {0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0}) to `blockScriptAnims = false` but matrix was reset ( at version 105.1.1-2511-g747f18b BAR105 (wait zerok engine is soo old) )
Contributor guide
Research direction
Start at RecoilEngine/rts/Rendering/Models/3DModel.h line 507 and trace LuaSyncedCtrl::SetUnitPieceMatrix, focusing on the blockScriptAnims behavior. Reproduce the reported Spring.SetUnitPieceMatrix call and verify that a gadget can change a piece matrix while script animation continues; done should match the requested visual position without modifying animation scripts.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp, lua
- Domain
- game-dev
- Issue type
- Feature
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100