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1b13d92b99
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65dda0194d
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@ -83,22 +83,6 @@ public class LinkChunk : IChunk, IMergable
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public void Merge(IMergable other)
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{
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// !HACK: We always merge into gamesys so we can pre-trim garbage here
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var count = links.Count;
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for (var i = count - 1; i >= 0; i--)
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{
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var link = links[i];
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if (link.linkId.IsConcrete())
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{
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links.RemoveAt(i);
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}
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}
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if (links.Count != count)
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{
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Console.WriteLine($"Trimmed links: {count} -> {links.Count}");
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}
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links.AddRange(((LinkChunk)other).links);
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}
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}
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@ -149,22 +133,6 @@ public class LinkDataMetaProp : IChunk, IMergable
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public void Merge(IMergable other)
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{
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// !HACK: We always merge into gamesys so we can pre-trim garbage here
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var count = linkData.Count;
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for (var i = count - 1; i >= 0; i--)
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{
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var link = linkData[i];
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if (link.linkId.IsConcrete())
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{
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linkData.RemoveAt(i);
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}
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}
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if (linkData.Count != count)
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{
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Console.WriteLine($"Trimmed link data: {count} -> {linkData.Count}");
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}
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linkData.AddRange(((LinkDataMetaProp)other).linkData);
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}
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}
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@ -317,7 +317,7 @@ public class ModelFile
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var objTrans = Matrix4x4.Identity;
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if (subObj.Joint != -1)
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{
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var ang = subObj.Joint >= joints.Length ? 0 : float.DegreesToRadians(joints[subObj.Joint]);
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var ang = float.DegreesToRadians(joints[subObj.Joint]);
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// TODO: Is this correct? Should I use a manual rotation matrix?
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var jointRot = Matrix4x4.CreateFromYawPitchRoll(0, ang, 0);
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objTrans = jointRot * subObj.Transform;
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