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synced 2026-09-23 09:42:26 +00:00
Adjusted armor inflation values in skin editor
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@@ -404,12 +404,13 @@ namespace PckStudio.Rendering
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private void InitializeArmorData()
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private void InitializeArmorData()
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{
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{
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const float armorInflation = 0.75f;
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const float armorInflation = 0.75f;
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const float armorLayer2Inflation = 0.5f;
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var helmet = new CubeMeshCollection("HELMET");
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var helmet = new CubeMeshCollection("HELMET");
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helmet.Add(new(-4, -8, -4), new(8, 8, 8), new(0, 0), inflate: armorInflation);
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helmet.Add(new(-4, -8, -4), new(8, 8, 8), new(0, 0), inflate: armorInflation);
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var chest = new CubeMeshCollection("CHEST");
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var chest = new CubeMeshCollection("CHEST");
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chest.Add(new(-4, 0, -2), new(8, 12, 4), new(16, 16), inflate: armorInflation + 0.01f);
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chest.Add(new(-4, 0, -2), new(8, 12, 4), new(16, 16), inflate: armorInflation);
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var shoulder0 = new CubeMeshCollection("SHOULDER0", rightArm.Translation, rightArm.Pivot);
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var shoulder0 = new CubeMeshCollection("SHOULDER0", rightArm.Translation, rightArm.Pivot);
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shoulder0.Add(new(-3, -2, -2), new(4, 12, 4), new(40, 16), inflate: armorInflation);
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shoulder0.Add(new(-3, -2, -2), new(4, 12, 4), new(40, 16), inflate: armorInflation);
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@@ -418,19 +419,19 @@ namespace PckStudio.Rendering
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shoulder1.Add(new(-1, -2, -2), new(4, 12, 4), new(40, 16), inflate: armorInflation, mirrorTexture: true);
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shoulder1.Add(new(-1, -2, -2), new(4, 12, 4), new(40, 16), inflate: armorInflation, mirrorTexture: true);
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var waist = new CubeMeshCollection("WAIST");
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var waist = new CubeMeshCollection("WAIST");
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waist.Add(new(-4, 0, -2), new(8, 12, 4), new(16, 48), inflate: armorInflation);
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waist.Add(new(-4, 0, -2), new(8, 12, 4), new(16, 48), inflate: armorLayer2Inflation + 0.01f);
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var pants0 = new CubeMeshCollection("PANTS0", rightLeg.Translation, rightLeg.Pivot);
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var pants0 = new CubeMeshCollection("PANTS0", rightLeg.Translation, rightLeg.Pivot);
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pants0.Add(new(-2, 0, -2), new(4, 12, 4), new(0, 48), inflate: armorInflation);
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pants0.Add(new(-2, 0, -2), new(4, 12, 4), new(0, 48), inflate: armorLayer2Inflation);
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var pants1 = new CubeMeshCollection("PANTS1", leftLeg.Translation, leftLeg.Pivot);
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var pants1 = new CubeMeshCollection("PANTS1", leftLeg.Translation, leftLeg.Pivot);
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pants1.Add(new(-2, 0, -2), new(4, 12, 4), new(0, 48), inflate: armorInflation, mirrorTexture: true);
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pants1.Add(new(-2, 0, -2), new(4, 12, 4), new(0, 48), inflate: armorLayer2Inflation, mirrorTexture: true);
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var boot0 = new CubeMeshCollection("BOOT0", rightLeg.Translation, rightLeg.Pivot);
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var boot0 = new CubeMeshCollection("BOOT0", rightLeg.Translation, rightLeg.Pivot);
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boot0.Add(new(-2, 0, -2), new(4, 12, 4), new(0, 16), inflate: armorInflation + 0.25f);
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boot0.Add(new(-2, 0, -2), new(4, 12, 4), new(0, 16), inflate: armorInflation);
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var boot1 = new CubeMeshCollection("BOOT1", leftLeg.Translation, leftLeg.Pivot);
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var boot1 = new CubeMeshCollection("BOOT1", leftLeg.Translation, leftLeg.Pivot);
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boot1.Add(new(-2, 0, -2), new(4, 12, 4), new(0, 16), inflate: armorInflation + 0.25f, mirrorTexture: true);
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boot1.Add(new(-2, 0, -2), new(4, 12, 4), new(0, 16), inflate: armorInflation, mirrorTexture: true);
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// Tool boxes handled by UpdateANIM method - May
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// Tool boxes handled by UpdateANIM method - May
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tool0 = new CubeMeshCollection("TOOL0", rightArm.Translation, rightArm.Pivot);
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tool0 = new CubeMeshCollection("TOOL0", rightArm.Translation, rightArm.Pivot);
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