FLOZi wrote: the old offset tag only affected 3DO's in the first place
Assuming this refers to my offset tag, that is incorrect.
You don't remember your own code very well, then, because it didn't touch S3O's in 0.75b1 when it was introduced, nor in 0.76b1+svn when it was replaced.
You missed all of smoth's being upset
Yes, shockingly.
at the fact that his flat units in gundam, most notably air fields, have units aim completely over them, doing no damage? They're 3do, so he can't move the 'center'. From what I've seen these tags get a good bit of use on 3do units, and any ability to set an offset would be very nice.[
Looked into this, I'll admit it's problematic for zeonairport and zeonengineering. I can add the tag back in, but the easiest way for smoth to deal with it is to just make the volumes bigger along their y-dimensions. Those two buildings are only half-covered in 1.2f2, and not because of their negative vertical offsets:
download/file.php?mode=view&id=1667 (with offset)
download/file.php?mode=view&id=1666 (without offset)
It's troublesome when spring doesn't even show the aim center that units use.
As I said, the collision volume center (before offset is applied) is the aim center.
Another mantis ticket is that units don't use the collision shapes for aiming, but the invisible model sphere, so units think they can't aim past allies when they easily can
That's a to-do item.
OT: I may prototype a piece-based coldet system, but meshes are IMO a bridge too far for an RTS engine.