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#editor

hesopesomeso
I remember that's when I had to implement the "find chunk header" to skip chunks...
hesopesomeso
CGeometry with instance ID 3 has it...
adrientd
Ah, I don't remember exactly, but is it possible the "find chunk header" will seek every RW chunk until it finds one matching the ID?
hesopesomeso
Yes, exactly, and if it encounters any other (not the desired plugin id), it skips it
adrientd
Ah ok
adrientd
yeah in that case, whatever is skipped does not really matter as it would be unused
adrientd
Even though in the XXL Editor it probably still reads the frame list, so that it can write it back when saving
hesopesomeso
indeed, but it could contain some additional data
adrientd
But it's interesting to know that the frame list isn't used, as that means that we don't really need to bother what to write there.
schmeling65
out of curiosity. what does or could the "frame list" do?
schmeling65
like what usecase does it usually have
hesopesomeso
Usually for animations
schmeling65
ah ye, i see
hesopesomeso
But here it could just be a collection of frames, even points? No idea, maybe I'll check out what it actually contains
hesopesomeso
Checking out xxl's editor code, you actually have a condition for the frame list.
hesopesomeso
Well, okay, nothing interesting it seems, just a default initialized frame... so completely useless.
pegperegogaucho
Isn't the frame list just a list of nodes that you can lookup or something
pegperegogaucho
I don't know if it has anything to do with animations
hesopesomeso
The frame list in CAnimatedNode is just a list of frames (matrices) for animation keyframes.
hesopesomeso
You could say they are the joints.