A few things I was working on before we switched to the more organized, issue-based Teams/Projects setup
Extremely basic kinematic PhxFlyer class. Mainly added to test trail effects and catch more ODF syntax bugs. Barely works but also useful in that some ODF params were reversed
PhxDoor moved to subclass of PhxProp
PhxAnimatedProp added as subclass of PhxProp. Uses PhxTrigger for callbacks when certain distance triggers are activated by players (probably will get PhxDoors to use that too).
PhxImpliedSection added for things like damage/thrust/contrail effects whose section headers are properties themselves
PhxDamageEffect added, not a subclass of PhxEffect (probably will be at some point)
Major changes to PhxGenericWeapon: basic weapon spread added, weapons no longer directly fired instead trigger is pressed and weapon actually fires when proper conditions are met, PhxGrenade now subclasses PhxGenericWeapon
PhxChunk added but commented out. Will be necessary but unsure of how to approach just yet
PhxShell added as subclass of PhxMissile
PhxBoltplays different impact effects depending on impacted object type
All ordnance types play impact effects with no rotation as the case in-game and necessary for effects to look good
Special bone transforms needed by PhxSoldier no longer specified by absolute transform paths + CurrentSection renamed to CurrentSeat. If bone_a_spine isn't found soldier will use bone_b_spine to look around
Commented-out junk FloatFromString removed from PhxUtils
A few things I was working on before we switched to the more organized, issue-based Teams/Projects setup
PhxFlyer
class. Mainly added to test trail effects and catch more ODF syntax bugs. Barely works but also useful in that some ODF params were reversedPhxDoor
moved to subclass ofPhxProp
PhxAnimatedProp
added as subclass ofPhxProp
. UsesPhxTrigger
for callbacks when certain distance triggers are activated by players (probably will getPhxDoor
s to use that too).PhxImpliedSection
added for things like damage/thrust/contrail effects whose section headers are properties themselvesPhxDamageEffect
added, not a subclass ofPhxEffect
(probably will be at some point)PhxGenericWeapon
: basic weapon spread added, weapons no longer directly fired instead trigger is pressed and weapon actually fires when proper conditions are met,PhxGrenade
now subclassesPhxGenericWeapon
PhxChunk
added but commented out. Will be necessary but unsure of how to approach just yetPhxShell
added as subclass ofPhxMissile
PhxBolt
plays different impact effects depending on impacted object typePhxSoldier
no longer specified by absolute transform paths +CurrentSection
renamed toCurrentSeat
. Ifbone_a_spine
isn't found soldier will usebone_b_spine
to look aroundFloatFromString
removed fromPhxUtils