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WOM load caps bones at 512 and animations at 1024. Save previously wrote raw size() and iterated all entries — a model with >512 bones would write fine but truncate on round-trip, and the post-truncation keyframe data would be misread as the next animation. Cap both counts at save and iterate using the capped value so the per-bone keyframe block stays aligned with what load expects. |
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| .. | ||
| addons | ||
| audio | ||
| auth | ||
| core | ||
| game | ||
| math | ||
| network | ||
| pipeline | ||
| rendering | ||
| ui | ||
| main.cpp | ||