* Fix attachments lagging behind their parents (#14818)
* Fix animation blending (#14817)
* Bring back cool guy as another .x smoke test
* Add .x mesh loader unittest
* Do bounding box & matrix calculation at proper point in time
* Remove obsolete `SAnimatedMesh`
Second try after the revert in 8a28339 due to an unexpected regression.
- Rigidly animated models (e.g. the glTF frog node) were not working correctly,
since cloning the mesh ignored the transformation matrices.
Note that scaling the mesh needs to occur *after* transforming the vertices.
- Visual scale did not apply to skinned models,
as resetting the animation overwrote scaled vertex data with static positions & normals.
For backwards compatibility, we now apply a 10x scale to static, non-glTF models.
We now do scale static meshes, as the bug that caused meshes not to be scaled was limited to skeletally animated meshes,
hence we ought not to reproduce it for skinned meshes that do not take advantage of skeletal animations (e.g. current MTG doors).
However, glTF models (e.g. Wuzzy's eyeballs) up until recently were always affected due to technical reasons
(using skeletal animation for rigid animation).
Thus, to preserve behavior, we:
1. Do not apply 10x scale to glTF models.
2. Apply 10x scale to obj models.
3. Apply 10x scale to static x or b3d models, but not to animated ones.
See also: #16141
* Provide tool and digger to get_node_drops
This gives games/mods the ability to modify node drops depending on item
and/or player metadata without overriding node_dig or other workarounds.
* Copy wielded item to prevent modification in get_node_drops
* Also pass node pos to get_node_drops
Allowing properties of the node and its surroundings to affect node drops.
* Copy pos to prevent modification in get_node_drops
Co-authored-by: Lars Müller <34514239+appgurueu@users.noreply.github.com>
* Don't pass empty item stack to get_node_drops if wielded is nil
---------
Co-authored-by: sfan5 <sfan5@live.de>
Co-authored-by: Lars Müller <34514239+appgurueu@users.noreply.github.com>
behavior change: newly generated blocks are no longer momentarily activated.
this shouldn't matter for anyone and did not consistently apply to all blocks anyway
addresses issue from #15902 for new maps(!)