I think that should be all, but the build will yell shortly if I managed to miss some in
my quick pass through the logs.
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@823 ed5b42cb-e716-0410-a449-f6a68f950b19
relative position throughout all animations. Also, don't include
transforms in the animations for nodes that never move.
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@218 ed5b42cb-e716-0410-a449-f6a68f950b19
operator. As such, the result can be negative. I've added a check to
prevent our next frame index from becoming negative.
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@141 ed5b42cb-e716-0410-a449-f6a68f950b19
node name instead of the identity, to ensure consistent ordering.
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@77 ed5b42cb-e716-0410-a449-f6a68f950b19
of version safety (meaning we won't necessarily have to recompile all
the models when we add a new field) and should help avoid the frequent
binary changes to which Java serialization is prone.
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@71 ed5b42cb-e716-0410-a449-f6a68f950b19
keep the world bound up-to-date; it won't change, and updateWorldVectors
has no effect.
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@56 ed5b42cb-e716-0410-a449-f6a68f950b19
textures, etc., that share the same mesh and animations.
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@49 ed5b42cb-e716-0410-a449-f6a68f950b19
bounds after temporarily setting the transform to identity. I think
there are still issues with JME's bounding volume transformations, but
they seem to err on the side of larger bounding volumes.
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@45 ed5b42cb-e716-0410-a449-f6a68f950b19
bounds weren't being recorded correctly (hence they were interpreted as
out of view when they weren't, and the models failed to appear).
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@42 ed5b42cb-e716-0410-a449-f6a68f950b19
all the units with this; there's a chance some of the animations will
have to be re-exported if they mistakenly omit nodes.
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@24 ed5b42cb-e716-0410-a449-f6a68f950b19
mesh descendants so that marker geometries can start effects going.
Added an option for controllers to avoid accumulating time when
offscreen in order to avoid systems' overcompensating for lost time.
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@22 ed5b42cb-e716-0410-a449-f6a68f950b19
- Can stat animations running forwards or backwards
- Can reverse the flow of an animation
- Can pause and resume animations
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@7 ed5b42cb-e716-0410-a449-f6a68f950b19