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@@ -211,12 +211,15 @@ namespace SplashEdit.RuntimeCode
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writer.Write(rz);
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break;
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}
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case PSXTrackType.ObjectRotationY:
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case PSXTrackType.ObjectRotation:
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{
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// Only Y rotation matters
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writer.Write((short)0);
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writer.Write(DegreesToAngleRaw(kf.Value.y));
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writer.Write((short)0);
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// Full XYZ rotation in degrees -> pi-units
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short rx = DegreesToAngleRaw(kf.Value.x);
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short ry = DegreesToAngleRaw(kf.Value.y);
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short rz = DegreesToAngleRaw(kf.Value.z);
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writer.Write(rx);
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writer.Write(ry);
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writer.Write(rz);
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break;
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}
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case PSXTrackType.ObjectActive:
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@@ -8,7 +8,7 @@ namespace SplashEdit.RuntimeCode
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/// Value interpretation depends on track type:
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/// CameraPosition / ObjectPosition: Unity world-space position (x, y, z)
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/// CameraRotation: Euler angles in degrees (x=pitch, y=yaw, z=roll)
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/// ObjectRotationY: y component = rotation in degrees
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/// ObjectRotation: y component = rotation in degrees
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/// ObjectActive: x component = 0.0 (inactive) or 1.0 (active)
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/// </summary>
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[Serializable]
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@@ -312,7 +312,7 @@ namespace SplashEdit.RuntimeCode
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{
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foreach (var exporter in exporters)
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{
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if (exporter.CollisionType == PSXCollisionType.Dynamic)
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if (exporter.CollisionType == PSXCollisionType.Dynamic || exporter.CollisionType == PSXCollisionType.None)
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continue;
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MeshFilter mf = exporter.GetComponent<MeshFilter>();
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@@ -5,7 +5,7 @@ namespace SplashEdit.RuntimeCode
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CameraPosition = 0,
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CameraRotation = 1,
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ObjectPosition = 2,
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ObjectRotationY = 3,
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ObjectRotation = 3,
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ObjectActive = 4,
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UICanvasVisible = 5,
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UIElementVisible = 6,
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