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* Add feasibility plan for reusing multiplayer animation system for third-person camera Evaluates reusing the multiplayer extension's RemotePlayer animation system (BuildROIMap, AssignROIIndices, ApplyAnimationTransformation) for the local player to enable a third-person camera mode. Conclusion: feasible with only 3 single-line extension hooks added to core game code. https://claude.ai/code/session_01NC3zdQZ4nqEcYjyvStqcdD * WIP: Third-person camera with animation reuse and movement fix * Fix third-person camera bugs: vehicles, remote facing, emote distortion (#2) - Fix spawn pose and building re-entry by applying idle frame 0 and reinitializing on world enable - Handle vehicle transitions: ride animations for small vehicles, first-person fallback for large vehicles and helicopter - Keep vehicle dashboards visible for exit controls - Disable third-person camera for large vehicles, fix ROI cleanup - Move HandleActorExit hook to end of Exit() for immediate reinit - Fix remote player facing 180 degrees wrong by negating direction in BroadcastLocalState when third-person camera is active - Fix Hat Tip emote distortion from compounding transform scale by saving clean parent transform at emote start and restoring after each frame's animation application * DRY cleanup for third-person camera branch - Extract shared DetectVehicleType() to protocol.h/cpp (was duplicated in ThirdPersonCamera and NetworkManager) - Remove no-op HandlePostApplyTransform hook chain (called every frame for every LegoPathActor but did nothing) - Add ThirdPersonCamera::ClearAnimCaches() helper (pattern repeated 5x) - Add AnimUtils::EnsureROIMapVisibility() inline helper (loop repeated 5x across ThirdPersonCamera and RemotePlayer) - Remove redundant static_cast in multiplayer.cpp (UserActor() already returns LegoPathActor*) - Delete THIRD_PERSON_CAMERA_ANIMATION_REUSE_PLAN.md development artifact |
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