12 Jan 2024 |
zackhasacat | Kinda | 06:27:46 |
S3ctor | How are the objects chosen? | 06:28:03 |
zackhasacat | I’ll make it as capable as the mwse version before release | 06:28:06 |
S3ctor | Is it just when you activate them? | 06:28:12 |
zackhasacat | What objects? | 06:28:20 |
S3ctor | which books are opened | 06:28:30 |
zackhasacat | Download image.png | 06:29:15 |
zackhasacat | It replaces all books with a model with both open and closed models | 06:29:15 |
zackhasacat | And mwse(and now openmw) can select which node to render | 06:29:32 |
zackhasacat | it defaults to what it originally was | 06:29:55 |
wazabear | ok, back to the salt mines | 06:30:36 |
S3ctor | Right, I got that, but when does it actually switch | 06:31:41 |
zackhasacat | When you look at it and press B(or whatever key is bound) | 06:31:59 |
S3ctor | Nice! | 06:32:13 |
wazabear | (repost of gitlab comment)
Does anyone have any hints for dealing with statics + active grid object paging? We have access to the base node of a game object, but this will be null when paged (pretty common). In fact, it's the same issue as this: #7580 Starting to see a pattern of this issue as we start dealing with rendering. | 15:30:14 |
Expandor#0000 | https://gitlab.com/OpenMW/openmw/-/issues/7580 “obj:getBoundingBox() works incorrectly for rats” (opened) | 15:30:16 |
zackhasacat | Can you push this? | 17:33:04 |
zackhasacat | urm (uramer) Can you review !3623?
I know you did give some feedback: https://discord.com/channels/260439894298460160/260443767482482688/1182454965369835601
But I'd appreciate some steps to follow, or just repeat what you said in the MR | 17:57:26 |
Quote | urm
I feel like it should be a part of a larger API / dehardcoding We'll have other ways to control the UI cursor, such as VR logic. The cursor itself really needs dehardcoding... Linked by @zackhasacat from #development | 17:57:27 |
urm (uramer) | Done | 18:14:05 |
zackhasacat | Thanks, hopefully can do the needful this weekend | 18:15:40 |
urm (uramer) | Even the first step is kinda blocked by the menu context 😦 | 18:17:00 |
zackhasacat | Is UI not going to be able to be used by player scripts anymore? | 18:18:03 |
urm (uramer) | It is. But I think pointer deharcoding should happen in menu scripts. Unless we want to do in both, and have two "separate pointers" for menu and player contexts 🤔 But that's probably silly | 18:19:41 |
urm (uramer) | * It is usable by player scripts. But I think pointer deharcoding should happen in menu scripts. Unless we want to do in both, and have two "separate pointers" for menu and player contexts 🤔 But that's probably silly | 18:19:51 |
zackhasacat | Do you think the main menu MR will be merged in the next few weeks? | 18:20:01 |
zackhasacat | On the upside, if we take long enough I can make the Controller mod a modathon mod(again) | 18:20:18 |
urm (uramer) | I would hope to get it merged next week. There is only one major problem I'm aware of | 18:21:15 |
urm (uramer) | On the upside, you could maybe even fully dehardcode controller pointer interactions, and make it possible to disable them. I'm sure that'd be useful for a controller UI mod | 18:21:44 |
zackhasacat | It'd work right now for interacting with world objects, but we'd have to add a lot for it to work with menus | 18:24:38 |