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Render default cube mesh for flyby nodes Moving camera around Control camera from flyby window Tests, rolling Update Flyby.cpp Catmull rom pos, target Also fov and roll. Initial camera states need to be restored after playback. Update Flyby.cpp Start updating state Update a state instead of being stateless Implement bit 7 Rearrange state Index Flags, other values Show flags, timer, speed, room Flag names Add the frustum mesh Fix roll for nodes Restyle slider to be the bar WIP on flybys
Generate the flyby path Only render flyby if cameras are visible
Jump to next camera in path
Filterable etc
lahm86
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Aug 2, 2025
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Very nice! Works really well. Just a few queries below.
I suppose it would be nice too if when you click on a trigger for a flyby, that it takes you to its first node in the view (similar to clicking a camera trigger). But that could be a future enhancement.
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Yes I forgot this - also this made me notice that the sequences aren't always 0, 1, 2... so I will show that number too |
Take the sequence number from the first camera node if present #1443
Show the flyby number on pick hover Uncomment commented code (diff support)
lahm86
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Aug 3, 2025
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Add flyby cameras and flyby playback.
Flyby cameras appear in the world showing the path that the camera will take.
Flyby cameras are shown in the camera/sink window and the flyby can be played back to show an approximation of how it will appear in-game.
Closes #1443