This is what I had in my known bugs:
when going to low cover, often shortly pops back up and down when crouched - hard to repro - possibly after reaction fire triggers
Since I have got some free tokens left (5.4, medium):
Yo Codex, I need help fixing a bug. I suspect it originates in TacticalGame/actors/state/Move/sequences/stop.ts and there in the class MoveIntoLowCover when calling MoveIntoLowCover.advance. On the first call, something is causing the actor to briefly stand up again, before the actor finally gets into the expected crouch state. I can not easily reproduce it. Any clue what is going on there?
Cost me 7% and 2min. Codex nailed it. To be clear: this was a bug I have seen once or twice and had no idea how to reproduce. F*cking sweet 
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“I have got some free tokens left” II (5.3-Codex Medium)
(…) The purpose of this method is to rotate the spine bone (within a hierarchy of bones) so that the gun, that is attached to a hand bone, points at the target vector. (…)
This did work most of the time but occasionally failed hard. And even harder to reproduce…
Codex to the rescue! First, it suggested 3 fixes. One was irrelevant, but the other two seemed pretty bad (forgot to clone() and to normalize()). Ok, it is still hard to repro and time would have shown how thourough Codex was. But anyway, since this did not eat much credits I kept going.
Can you suggest a better approach than the brute force iterative solver?
OMFG! Codex can. It coded a deterministic yaw/pitch solver. Pretty cool how it integrated the Math, Babylon methods/classes and my own code. Plus, learning experience! How to get e.g. a local pitch axis or how to use a plane to get a desired angle.
Keep in mind this was on 5.3 (latest is 5.5). And very N.B. The code runs on a gltf model with a negatively scaled root node.
On an even more promising note. Is the problem, I tried to solve originally, not of an IK nature? Rotate one bone so that another bone that holds a mesh points into a certain direction? There might be some promising avenues for BoneLookController and BoneIKController particularly since: The BoneIKController class is modeled after Blender's IK Bone Constraint, but is currently limited to 2 bones.
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