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Renaming
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Daethalus committed May 5, 2024
1 parent 623b382 commit 6c98dca
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Showing 4 changed files with 6 additions and 6 deletions.
2 changes: 1 addition & 1 deletion Editor/Source/Fyrion/Editor/Window/SceneTreeWindow.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -242,7 +242,7 @@ namespace Fyrion
{
Editor::AddMenuItem(MenuItemCreation{.itemName = "Window/Scene Tree", .action = OpenSceneTree});

AddMenuItem(MenuItemCreation{.itemName = "Add Empty Object", .priority = 0, .action = AddSceneObject});
AddMenuItem(MenuItemCreation{.itemName = "Add Empty Object", .priority = 0, .itemShortcut = {.ctrl = true, .presKey = Key::Space}, .action = AddSceneObject});
AddMenuItem(MenuItemCreation{.itemName = "Add Object From Asset", .priority = 10, .action = AddSceneObjectFromAsset});
AddMenuItem(MenuItemCreation{.itemName = "Add Component", .priority = 20, .action = AddComponent});
AddMenuItem(MenuItemCreation{.itemName = "Rename", .priority = 200, .itemShortcut = {.presKey = Key::F2}, .action = RenameSceneObject});
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2 changes: 1 addition & 1 deletion Engine/Source/Fyrion/Assets/AssetTypes.hpp
Original file line number Diff line number Diff line change
Expand Up @@ -13,7 +13,7 @@ namespace Fyrion
{
constexpr static u32 extent = 0;
constexpr static u32 channels = 1;
constexpr static u32 Data = 2;
constexpr static u32 data = 2;
};

struct ShaderAsset
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2 changes: 1 addition & 1 deletion Engine/Source/Fyrion/Assets/FontAsset.cpp
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Expand Up @@ -21,7 +21,7 @@ namespace Fyrion
void RegisterFontAsset()
{
ResourceTypeBuilder<UIFont>::Builder()
.Value<UIFont::fontBytes, Array<u8>>("FontBytes")
.Value<UIFont::fontBytes, Array<u8>>("fontBytes")
.Build();
ResourceAssets::AddAssetImporter(".ttf,.otf", ImportFontAsset);
}
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6 changes: 3 additions & 3 deletions Engine/Source/Fyrion/Assets/ShaderAsset.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -106,9 +106,9 @@ namespace Fyrion
void RegisterShaderAsset()
{
ResourceTypeBuilder<ShaderAsset>::Builder()
.Value<ShaderAsset::bytes, Array<u8>>("Bytes")
.Value<ShaderAsset::info, ShaderInfo>("Info")
.Value<ShaderAsset::stages, Array<ShaderStageInfo>>("Stages")
.Value<ShaderAsset::bytes, Array<u8>>("bytes")
.Value<ShaderAsset::info, ShaderInfo>("info")
.Value<ShaderAsset::stages, Array<ShaderStageInfo>>("stages")
.Build();

ResourceAssets::AddAssetImporter(".raster", ImportRasterShader);
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