It's a library. It would be used for various things, including but not limited to mapping systems, graphs, HUD elements, menus, NPC/Vehicle AI Pathing... you name it. Anything which needs a smooth line going through a set number of points.
In this state it doesn't actually do anything, but it represents a state of maturity of the CP2077 modding scene that there are these basic libraries being created.
Nice work, Perf. Glad to see you still working on this. Any other plans?
I'm adding wall jump (rebound) to wall hang. When reverse engineering unity's AnimationCurve, I realized it was just beziers underneath. So I built in c#, then ported to lua
At the moment of jumping off a wall, I have the direction the player is looking and the wall's normal. I can then use the dot product as the key into animation curves for things like up% * strength, out% * strength, yaw turn radians, etc
7 comments
In this state it doesn't actually do anything, but it represents a state of maturity of the CP2077 modding scene that there are these basic libraries being created.
Nice work, Perf. Glad to see you still working on this. Any other plans?
I'm adding wall jump (rebound) to wall hang. When reverse engineering unity's AnimationCurve, I realized it was just beziers underneath. So I built in c#, then ported to lua
At the moment of jumping off a wall, I have the direction the player is looking and the wall's normal. I can then use the dot product as the key into animation curves for things like up% * strength, out% * strength, yaw turn radians, etc
https://github.com/charlierix/CyberpunkMods/tree/main/wall_hang
I actually did find a bug. c# is 0 based, lua is 1 based. Lot's of little issues when porting, missed one. Patch coming soon