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8h 16m 46s logged

Today, I focused on the animation subsystem of the voxl engine, specifically enhancing the animation systems to support skeletal animation and procedural walking behaviors. This work is crucial for implementing character animations that are both dynamic and responsive to gameplay inputs.

behavior_leaf: Implemented the behavior_leaf module, establishing a base for behavior trees that allows for more complex AI decision-making processes.behavior_builder: Developed the behavior_builder to construct behavior trees programmatically, centralizing the creation and management of AI behaviors.behavior_act_target_in_reach: Completed the implementation of the behavior_act_target_in_reach, which checks proximity to targets for AI actions, enhancing interaction capabilities.anim_skeleton: Began scaffolding the anim_skeleton module, which will define the structure and hierarchy of skeletal animations, essential for character rigging.anim_rig: Set up the anim_rig, providing the framework for binding animations to skeletal structures, facilitating smooth character movement.animation_procedural_walk: Expanded the animation_procedural_walk to allow for dynamic adjustments based on character speed and terrain, improving realism in character locomotion.anim_controller: Introduced the anim_controller to manage the state and transitions of animations, allowing for layered animation blending and more responsive character behaviors.entity_render: Implemented entity_render functionality, which integrates the rendering of animated entities into the broader scene graph, ensuring visual coherence.
The current state of the animation system is foundational but progressing well, with core modules in place for skeletal animation. The next steps will involve refining the blending of animations and integrating more complex animation states.

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