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I don't think it matters right now but just in case: the idea behind actor "key" is avoid the thing to break if the actor's ID changes, though it's probably fine with MM (it's not even used currently so if we really need it we can always add them later) |
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Ah right, i completely forgot that one. |
Yanis002
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just a small thing I noticed
yeah, the actor key is it's debug name (like |
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but again, it won't really matter until we're implementing MM, which should probably be done once OoT is cleaned up (it takes a lot of time unfortunately) also I originally made the OoT XML file to create a more detailed actor panel on Fast64, that's why there's some useless informations right now btw thanks a lot for doing this, it's really cool to have something to work with! |
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no problem. Btw, if you're interested or if there where issues implementing parameters in fast64, i made some changes via a conversion script in my project to make it easier to handle in my UI. |
As discussed in discord, this PR adds a basic actor XML file for MM.
Basically all actor params are still missing, but i will make commits from time to time.
The other changes in the oot XML are either small fixes or making a few texts shorter to fit within the UI better.
I also replaced the weird Unicode
’with regular ones', since i had a few encoding issues in my editor with it.One difference in the format itself compared to oot is, that i used the enum name instead of the variable name for
ObjectKey.This makes it easier for me, since the enum is what gets saved anyways and is just as unique.