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- More extensive use of `FTransform` - Simplified skinning calculations - Fixed PickingRenderPass culling - Now properly supports custom outline shaders - Deprecated PRE_TRANSFORM_VERTICES - Removed auto-add SkinnedMeshRenderer when model changes
…terial didn't support it
- Add Describable::SetDescriptor() to atomically add-or-replace a descriptor - Use SetDescriptor in SkinningUtils::ApplyDescriptor, removing the redundant HasDescriptor/RemoveDescriptor/AddDescriptor pattern - Group SkinningRenderFeature's 7 loose state fields into two inner structs (UploadedPaletteState, BoundPaletteState) for clarity - Remove unused p_scene parameter from AssimpParser::ProcessMesh (was immediately suppressed with (void)p_scene) - Replace self-referential lambda in BuildSkeleton with a plain recursive free function in the anonymous namespace - Remove unused CSkinnedMeshRenderer::GetBoneMatrices() (non-transposed version was never called outside the class itself) Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
DEBONE removes bone data from meshes, making it incompatible with skeletal animation. Mirror the PRE_TRANSFORM_VERTICES pattern: only strip the flag when it is actually set, and emit a warning so the user knows why their flag was ignored. Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
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Description
This PR aims to integrate work from
feature/skeletal_animationtomain.This PR adds:
Also adds:
#engine_featureshader keyword to hide a feature that is intended to be controlled by the engine from the material editorUpdated/added documentation:
To-Do
GetRealPathre-implementation for editor shaders Move editor actions to editor context #651SKINNING) should be handledMake sure frustum culling properly work with skinned meshes#engine_featurein wikiSetEnabled)Improveinline with how the material renderer is setupNotifyModelChange, maybe rely on the built-in event on theModelRenderer?Related Issue(s)
Fixes #302
Screenshots/GIFs
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Checklist