jackTabsCode / jackTabsCode/asphalt
Asphalt can handle keyframe sequences, for local syncing
Open
Nobody has claimed this yet.
- Dominant language
- Rust
- Stars
- 160
- Forks
- 37
- PR merge metrics
- No merged PRs in 30d
Description
Flow:
- When you detect an animation, alter the codegen for that directory to now be
AnimationClipProvider:RegisterAnimationClip(PathToDirectory) - Now, since these animations are already RBXMs, we can directly copy that directory, into the target
assetsdirectory, found in source, to look something like this at the end:
(Didn't have rojo setup in this demo repo)
The animation will
- Be recognized as an ContentId to the type checker
- Be a playable on an AnimationTrack at runtime
- Clean itself up, as this function generates a hash; doesn't upload anything to the cloud
Contributor guide
No contributing guide indexed for this repository
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by locating animation detection and the code-generation entry point, then trace how the source assets directory is copied into the target assets directory. Verify that generated animations are recognized as ContentIds, play on an AnimationTrack at runtime, and clean themselves up without cloud uploads.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- rust
- Domain
- game-dev, tooling
- Issue type
- Feature
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 42/100