This is accomplished by changing the RenderLevel on the DSpans from
0x40000000 (BlendRendMajorLevel) to 0x80000001 (LateRendMajorLevel + 1).
Partly addresses GitHub issue #18.
- [nbClockGlobe_(Entire Animation)_anim_0] Added a third keyframe to the
clock rotation animation to cause the clock to actually rotate. Also
converted to uncompressed quat keyframes due to lossy compression
breaking the animation.
- [cRespInternalShaftStop] Corrected the plSoundMsg to send the `kStop`
command instead of `kPlay`, causing the screw turn noise to stop
playing when the power is off.
- 'kirelLinkRoomDoorNEW06': Added proxy collision for visual mesh --
previously there was no collision.
- 'kirelCollisionGeom': Adjusted collision to include both sides of
'kirelLinkRoomDoorNEW08'
- 'kirelCollisionGeom': Adjusted small curved stairwell step-up ramp
near firemarbles to reduce the steepness, allowing the avatar to climb
the stairs.
- 'RubbleCollideBox', 'RubbleCollideBox02', 'RubbleCollideBox04',
'RubbleCollideBox08', 'RubbleCollideBox09', 'RubbleCollideBox10',
'RubbleCollideBox11', 'RubbleCollideBox12', 'RubbleCollideBox13':
Adjusted ferry rubble colliders to include a slope upward to prevent
blocking the avatar.
- 'SandBAgCollide', 'SandBAgCollide01', 'SandBAgCollide02': Adjusted
collision of sandbags in courtyard to include a slope upward to
prevent blocking the avatar.
- 'MuseumInteriorCollision': Extended the step-up ramp to the courtyard
collider, removing a perpendicular intersection that blocked the
avatar.
- '15StairsCollision': Adjusted the canyon mall collision by making the
step-up slope shallower and adding step-up ramps on each side,
allowing the avatar to not be blocked by a minor step-up in the visual
mesh.
- 'CanyonProxyTerrain': Adjusted the collision near the courtyard that
was easy to get stuck on when hugging the wall.
- 'CourtyardCollisionArena', 'AlleyCollisionArena01': Adjusted collision
where the great stairs, timeline, and courtyard met -- the colliders
were at slightly different heights, introducing a potential toe-stub.
- 'Boulder04': Added proxy collision to canyon mall boulder that was
previously intangible.
- 'CollisionMesh01': Improved toe-stubbing around the curved stairwells
near the protractor by reducing the slope of the step-up ramp and
making the slope consistent among the ramp faces.
- 'kdshCourtyardCollision': Corrected many toe-stubs by adding step-up
ramps and reducing slopes as needed.
- 'LowerProxyTerrain': Corrected a toe-stub at the entry to the red
herring cave by shifting the step-up ramp's edge away from a
coincident edge in another collider.
- 'StairCollider2', 'StairCollisionPlane': Extended stair colliders for
the control room to properly reach the lower floor.
- 'PelletRmFloor': Added step-up ramps.
- 'TunnelCollision': Reduced slope of step-up ramp.
- 'HallExtent': Removed collision geometry exactly matching the drawable
stairs and replaced with a step-up ramp.
- 'HallExtent01': Deleted physical - it was an exact duplicate of the
drawable geometry. The object 'HallExtent02Proxy' is coincident with
this object.
- 'HallExtent02Proxy': Corrected step-up ramp to extend to the top of the
stairs.
- 'HutInteriorFloor': Added step-up ramp for the main bookshelf.
- 'LampCollision01', 'LampCollision02', 'LampCollision05',
'LampCollision06': Extended colliders down slightly to prevent the
avatar from getting stuck between the lamp and the ground.
These fixes were compiled by @Hoikas over the last 4 years. Changes
include:
- Fixed miniKI text chat scaling in non-4:3 resolutions by fixing the
GUI MultiLineEdit component to "scale with resolution".
- Fixed the BigKI "text x-raying" effect by adding Blend Onto components
to the objects.
- Hid the blackbar handles that could become visible on ultrawide
resolutions (eg 3840x1600).
- Fixed the BigKI background static animation.