Now, we check the armature mod to see if we're REALLY linked in (the screen
is not black). That way, we can be sure all delayed transforms and false
hits (like how we initially spawn into the AhnySphere04 panic region) don't
panic link us.
PhysX is nicely capable of clamping for us without those nasty hacks, so
let's allow PhysX to do it for us. Hopefully, this will keep anything too
insane from happening when I disable the framerate limit.
Tweak the GZ marker detector region fix to only wake up kinematic detector
regions... waking up regular dynamic actors before we position them causes bad
things to happen.
This thing was pissing me off, which made me piss off a lot of other people,
which pissed off even more people, so the entire planet got pissed off and
nuclear warfare began. So, let's not do stupid crap and piss me off, okay?
Looks like Cyan never actually stopped simulating, so we simulate through
adding objects to the scene and positioning them. This is a bad thing(TM),
so now we suspend/resume the simulation on plAgeLoadedMsg.
Since we have a pfSecurePreloader that doesn't redownload every single
launch, I don't feel bad about presenting an error message to the user and
killing the client. This is really better than letting them languish at a
black screen, groping for the relto book.
The ladder region fixes introduced the panic link. Now we should always
verify the following when changing anything related to the stupid kinematic
actor turd:
- Linking to any Ahnoying Sphere's main LIP does not result in a panic link
- The Teledahn hatch ladder camera works as expected
- That the game doesn't crash on anything stupid, like a nil SceneNode
Rearrange some things so such that low-level CoreLib headers aren't quite
so crazy. For higher level stuff, you still need to include the
appropriate header.
As I discovered several months ago, Cyan used the incorrect
NxActor::setGlobal(Pose/Position) function(s) to transform kinematic actors.
This is incorrect but was apparently allowed in PhysX 2.6.0. PhysX 2.6.4
enforces the correct moveGlobal(Pose/Position) functionality, so we MUST use
that.