Okay, it's update time. For the past several days I've been toiling away coding the biggest workaround in history. I sure wish I'd known about the Dark Physics bug here....
http://forum.thegamecreators.com/?m=forum_view&t=115911&b=30 before I'd started, it sure would have been easier. In any event, I'm finally done and can move on to other things.
It would have been easier to ignore for now, but since I'm taking a demo to the convention it was unacceptable for phantom objects to be laying on the ground and invisible weapons in the hands of the player. I already use double objects for anything that is normal mapped so that weapons can have normal mapping and shadows. In order to work around the bug I had to have double objects for every single item. That sucks. The upside is that with the new system I use instanced objects for the copies, so every item has normal mapping rather than just the armed weapons as before. It looks nice and isn't too much slower. BEST BEST BEST of all is the inventory system works perfectly now. The biggest challenge was unearthing all of my petrified inventory code and reworking it to work with the new system. I found all kinds of ugly things, unnecessary loops that made it hard to debug and understand. It works better than ever now, looks better than ever, and is more efficient than ever.
Once I fix the cloth then I'll be ready to make a playable demo. First dibs on it at the convention, so be there or be square!
And, no pooping please. At least not until you play the demo
@Chenak - I'd love to have that model if you find the time to work on it.
*Ugly little P.S.*
There's a memory leak in the game. I think I'll ignore it for now, but it's leaking about 50kb per second. Yuck.
Come see the WIP!