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[OoT] Auto detect non-literal actor scale#716

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[OoT] Auto detect non-literal actor scale#716
Jameriquiah wants to merge 1 commit into
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@Jameriquiah

@Jameriquiah Jameriquiah commented Jun 26, 2026

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auto detect actor scale was failing for skeleton imports that dont hardcode scale. for example z_En_Hy derives it's scale from sInit2Info rather than a literal scale (like a 0.01f for example), causing an import failure if imported with an overlay, for testing i used object_cne/gHylianYoungWomanSkel.

auto detect actor scale will now locate scale expressions and detect the proper scale from there.

@Dragorn421 Dragorn421 left a comment

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Also tested:
object_hata/gFlagpoleSkel, ovl_En_Hata: Actor_SetScale(&this->dyna.actor, 1.0f / 75.0f);

I think this feature (actor scale detection) isn't super useful tbh, but it's nice to have and the code is clean and readable so sure

@Dragorn421 Dragorn421 added merge soon Will be merged in a few days at most if nothing else comes up oot Has to do with the Ocarina of Time 64 side labels Jun 27, 2026
@Jameriquiah

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thats fair, most skeletons can be imported without an overlay so its not something strictly necessary. but not entirely sure if every skeleton needs an overlay to import 100% properly. that and more convenient for the user if they are using one since they dont have to bother unchecking stuff or assuming hey this thing doesnt work bc error or anything

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merge soon Will be merged in a few days at most if nothing else comes up oot Has to do with the Ocarina of Time 64 side

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