-
Notifications
You must be signed in to change notification settings - Fork 6
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
fix(gltf): replace deprecated md5 assets #27
Conversation
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Models are showing up, but there are a few things that are still off:
- models are moving backwards
- the hatchling is way bigger than the other gooeys - that seems wrong
- they all move synchronized (that's likely due to how pathfinding updates entities)
Models not moving forward is mentioned in MovingBlocks/Terasology#4156 |
IIRC that's pathfinding alright (assuming I understood it correctly). Deer movement (WA + Behaviors) takes that into consideration by (i) randomizing directions (for the next movement) and (ii) probabilistic roll on each deer actually moving for each cycle. I suggest using the |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Approving as all models are visible again.
@jdrueckert the worldly tooltip for the gooey hatchling still does not show anything for me (display names are working fine for the other gooeys).
@casals to clarify, the gooey movement seems to be randomized (they are not walking all in the same direction or such), but they all turn at the same point in time. Nothing critical, just something I noticed...
@skaldarnar Right forgot about that tooltip... guess there's a tooltip component missing in the prefab. I'll see about a follow-up PR |
How to test
GooKeeper
gameplayspawnPrefab <prefab>
command in the in-game terminal (open viaF1
) to spawn the following prefabsEconomySystem
#26 being present)