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Feature/load savegame - Items and player location #55
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… menu back and forth.
…on new game or loaded save game.
…if save game was loaded right now (only).
@JaXt0r |
…e (required for HVR to recognize our move).
Looks good. One Hint: Here the Savegame: |
@Tyroonis I see your point now: You put 3x beer onto the floor but when you pick it up in VR, you have only 1 item in you hand. For this PR, it's no issue, because we still hold the mesh in our hands. Once we have an inventory, we need to store, that we have 3x beer instead of one. We are already discussing with Luis about it (might be a missing amount variable) and will add it later. If the loading is fine for you and also world switching worked, then please give it an approved. |
# Conflicts: # Assets/Gothic-UnZENity-Core/Scripts/Context/IInteractionAdapter.cs # Assets/Gothic-UnZENity-HVR/Scripts/HVRInteractionAdapter.cs # Assets/Gothic-UnZENity-XRIT/Scripts/XRITInteractionAdapter.cs
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Everything works so far.
Please create an issue for the amount problem.
Thanks ticket is created: #59 |
Merge conflicts I need to resolve:
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# Conflicts: # Assets/Gothic-UnZENity-Core/Editor/Scripts/Tools/FeatureFlagTool.cs # Assets/Gothic-UnZENity-Core/Scripts/Caches/TextureCache.cs # Assets/Gothic-UnZENity-Core/Scripts/Creator/NpcCreator.cs # Assets/Gothic-UnZENity-Core/Scripts/Creator/WorldCreator.cs # Assets/Gothic-UnZENity-Core/Scripts/Debugging/FeatureFlags.cs # Assets/Gothic-UnZENity-Core/Scripts/Globals/GameData.cs # Assets/Gothic-UnZENity-Core/Scripts/Manager/GUZSceneManager.cs # Assets/Gothic-UnZENity-Core/Scripts/Player/Menu/MenuManager.cs # Assets/Gothic-UnZENity-Core/Scripts/Player/Menu/TextureMenu.cs
# Conflicts: # Assets/Gothic-UnZENity-Core/Scripts/Creator/NpcCreator.cs
I implemented loading of a SaveGame. We can now load original G1 save games.
To Test:
Out-of-scope: