RadiusDebug - Actor radius (hitbox) tool (18/05/21 update!)

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Sir Robin
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Graphics Processor: Intel (Modern GZDoom)
Location: Medellin, Colombia

Re: RadiusDebug - Actor radius (hitbox) tool (18/05/21 updat

Post by Sir Robin »

Magenta ones are non-solid but still on the blockmap
White ones are not on the blockmap at all

I've considered getting rid of the radius debug mode and making individual toggles for each category. Would that be better?
Wasn't sure how to handle conflicts. Like if you have solids off and monsters on, should a solid monster be shown or not?
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Sir Robin
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Graphics Processor: Intel (Modern GZDoom)
Location: Medellin, Colombia

Re: RadiusDebug - Actor radius (hitbox) tool (18/05/21 updat

Post by Sir Robin »

Meanwhile here is another mode for nonsolid actors only
download
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Nash
 
 
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Re: RadiusDebug - Actor radius (hitbox) tool (18/05/21 updat

Post by Nash »

I think for toggles, there's no other way but for a conflicting option to take precedence. In your particular example, "monsters on" would win.

Thanks for the update, BTW - now I can debug in peace. :D
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Sir Robin
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Graphics Processor: Intel (Modern GZDoom)
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Re: RadiusDebug - Actor radius (hitbox) tool (18/05/21 updat

Post by Sir Robin »

I did it:
  • I took out the basic radius debug mode and put in toggleable categories.
  • Presets exist to mimic the old modes behavior.
  • Togglable include list (comma separated) for classes you want to see. This overrides the categories
  • Togglable exclude list (comma separated) for classes you don't want to see. This overrides the includes
  • Untoggled exclude list (comma separated) for classes you never want to see
  • Toggle the debug list coordinates to be relative to the player or absolute



In these screenshot I've got only shootables toggled on, including inventory toggled off, excluding PlayerPawn toggled on, and MapMarker always excluded.

Download

One thing I don't like is that the standard menu text field editor isn't great. Anybody got something better to replace that with?
doomzie
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Re: RadiusDebug - Actor radius (hitbox) tool (18/05/21 update!)

Post by doomzie »

Just wanted to thank both Nash and Sir Robin. This is a must have tool to debug anything hitbox related. I've been dealing with difficulties setting interpolation points correctly for rolling and pitching models, because the model's hitbox was no longer aligned with the model when it rolled/pitched (solved with setting ROTATION-CENTER in the model). This tool perfectly visualizes the "issue" I was seeing. I'll be using this in the future. Great work.

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