See ticket.
Details
- Reviewers
elexis - Group Reviewers
Restricted Owners Package (Owns No Changed Paths) Restricted Owners Package (Owns No Changed Paths) - Commits
- rP19948: Fix detached heads of Spartan elite spearmen.
- Trac Tickets
- #4686
Check in the actor viewer than the gathering and carrying anims are correct, and that using the commands.txt you can't reproduce the bug.
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- rP 0 A.D. Public Repository
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Automatic diff as part of commit; lint not applicable. - Unit
Automatic diff as part of commit; unit tests not applicable.
Event Timeline
Build is green
Updating workspaces. Build (release)... Build (debug)... Running release tests... Running cxxtest tests (306 tests)..................................................................................................................................................................................................................................................................................................................OK! Running debug tests... Running cxxtest tests (306 tests)..................................................................................................................................................................................................................................................................................................................OK! Checking XML files...
http://jw:8080/job/phabricator/1759/ for more details.
The other hoplites are not affected? Maybe we could do a grep across all unit types where a head is attached to the helmet.
Can we do something about the units in gather animation not having helmets while at it, or is that more elaborate?
I checked every infantry unit, that's the only one I could find for which that occurs. Every other unit has his own head when gathering.
About the other issue you mentionned, I don't know why Enrique did it that way, but he probably has a reason.
So first ask him,
Then remove the line
<prop actor="" attachpoint="helmet"/>
in the gathering files. or edit every single actor you want to keep their helmet and change the variant.
I feel like this out of the scope of the ticket as it's more a "feature" than a bug.
(Just for curiosity: Considering the fact that in aplha 21 the face, but not the entire head was shown, the change in rP19095 replaced one headless bug with another headless bug?)
Actually the old bug was because helmets were removed when gathering, the file was correct. There was only the face not the hair on the meshes thus giving the impression half the face was missing.
Wow, how are the chances of changing one headless-unit bug to another headless-unit bug.
When doing a grep, I only find one more occurance that has the same pattern which was also introduced by that commit https://trac.wildfiregames.com/changeset/19095/ps/trunk/binaries/data/mods/public/art/actors/units/spartans/agis.xml, does that all work as intended? (Couldn't see anything broken ingame when walking, idling, attacking or capturing.) Is the change of that commit (new head mesh?) in place correctly?
units/spartans/agis.xml: <prop actor="props/units/heads/new/head_corinthian.xml" attachpoint="helmet"/>
Replacing helmet by head would fix an hidden bug due to the fact this unit is a hero which is why he doesn't have any gathering anims. Also a graphical one because head is not in the right position.
(no real link but while we/you talk of helmets, https://trac.wildfiregames.com/ticket/2524#comment:49)
The actor attached a head mesh that can only be used with a helmet, while the actor doesn't attach a helmet. So the file was not corrrect. Correct?
Then the next one touching that model should be careful to notice and fix this hidden bug and check that there are no zombies walking around after committing the new actor.
The actor attached a head mesh that can only be used with a helmet, while the actor doesn't attach a helmet. So the file was not corrrect. Correct?
Yeah.
Then the next one touching that model should be careful to notice and fix this hidden bug and check that there are no zombies walking around after committing the new actor.
Indeed. If I'm still there by then (hopefully) I'll check.
Commit
Thanks for commiting it :)