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Update Ytyp Archetype Flags and Fix for Generate Capsule LODLight and Fix for Capsule HDLight (#205)
* Update EditYtypArchetypePanel.Designer.cs 64 - Unk07 archetype flag: disable sorting for shaders with alpha. Used for glass objects, has a bug of drawing through objects in a mirror and a white glare strip in specular shaders 524288 - Unk20 archetype flag: plays YCD animation on Dynamic objects. Works on objects with 131072 - Dynamic * Fix for Generate Capsule LODLight * Fix for Generate Capsule LODLight * Fix for Capsule HDLight
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@ -303,7 +303,7 @@
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"8 - Unk04",
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"8 - Unk04",
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"16 - Unk05",
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"16 - Unk05",
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"32 - Static",
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"32 - Static",
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"64 - Unk07",
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"64 - Disable alpha sorting",
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"128 - Instance",
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"128 - Instance",
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"256 - Unk09",
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"256 - Unk09",
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"512 - Bone anims (YCD)",
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"512 - Bone anims (YCD)",
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@ -316,7 +316,7 @@
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"65536 - Double-sided rendering",
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"65536 - Double-sided rendering",
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"131072 - Dynamic",
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"131072 - Dynamic",
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"262144 - Unk19",
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"262144 - Unk19",
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"524288 - Unk20",
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"524288 - Dynamic anims (YCD)",
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"1048576 - Unk21",
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"1048576 - Unk21",
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"2097152 - Unk22",
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"2097152 - Unk22",
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"4194304 - Unk23",
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"4194304 - Unk23",
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@ -658,4 +658,4 @@
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private System.Windows.Forms.Label label15;
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private System.Windows.Forms.Label label15;
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private System.Windows.Forms.Button MloUpdatePortalCountsButton;
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private System.Windows.Forms.Button MloUpdatePortalCountsButton;
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}
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}
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}
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}
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@ -152,7 +152,7 @@ namespace CodeWalker.Project.Panels
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var outer = (byte)Math.Round(la.ConeOuterAngle * 1.4117647f);
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var outer = (byte)Math.Round(la.ConeOuterAngle * 1.4117647f);
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if (type == 4)
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if (type == 4)
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{
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{
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outer = (byte)Math.Max(Math.Max(la.Extent.X, la.Extent.Y), la.Extent.Z);
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outer = (byte)Math.Round(la.Extent.X * 1.82f);
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}
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}
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@ -1057,7 +1057,7 @@ namespace CodeWalker.Rendering
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RenderSelectionCone(pos, tx, ty, dir, (float)Math.Sin(innerAngle) * extent, (float)Math.Cos(innerAngle) * extent, colwht);
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RenderSelectionCone(pos, tx, ty, dir, (float)Math.Sin(innerAngle) * extent, (float)Math.Cos(innerAngle) * extent, colwht);
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break;
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break;
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case LightType.Capsule:
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case LightType.Capsule:
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outerAngle = light.ConeOuterAngle * 0.25f;
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outerAngle = light.Extent.X * 0.5f;
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RenderSelectionCapsule(pos, tx, ty, dir, extent, outerAngle, colwht);
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RenderSelectionCapsule(pos, tx, ty, dir, extent, outerAngle, colwht);
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break;
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break;
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}
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}
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