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Initial implementation of the new Base Game Template #1953

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merged 10 commits into from Mar 5, 2017

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Areloch commented Feb 24, 2017

Initial implementation of the new Base Game Template and some starting modules.

This makes some tweaks to the engine to support this, specifically, it tweaks the hardcoded shaderpaths to defer to a pref variable, so none of the shader paths are hardcoded.

Also tweaks how post effects read in texture files, removing a bizzare filepath interpretation choice, where if the file path didn't start with "/" it forcefully appended the script's file path. This made it impossible to have images not in the same dir as the script file defining the post effect.

This was changed and the existing template's post effects tweaked for now to just add "./" to those few paths impacted, as well as the perf vars to support the non-hardcoded shader paths in the engine.

Initial implementation of the new Base Game Template and some startin…
…g modules.

This makes some tweaks to the engine to support this, specifically, it tweaks the hardcoded shaderpaths to defer to a pref variable, so none of the shader paths are hardcoded.

Also tweaks how post effects read in texture files, removing a bizzare filepath interpretation choice, where if the file path didn't start with "/" it forcefully appended the script's file path. This made it impossible to have images not in the same dir as the script file defining the post effect.

This was changed and the existing template's post effects tweaked for now to just add "./" to those few paths impacted, as well as the perf vars to support the non-hardcoded shader paths in the engine.

@Areloch Areloch added the New feature label Feb 24, 2017

Areloch added some commits Feb 27, 2017

Move the common shader and postFX stuff to core, and moved the debug …
…visualizers to the world editor, where they're actually used.
Corrects an issue where a change to the target template may not gener…
…ate the appropriate main.cs for that template after the initial build configure.
Adds some basic, common materials to the editor so some starting poin…
…t is always on-hand, as well as hook the BlankRoom starting editor level up to use them.

Added a check so if no levels are found from other modules, the default ui module will prompt the user to launch the editor to the base editor level and begin editing or return to main menu if tools are present, or inform them to double-check that there are modules with gameplay/levels and return them to the main menu in no tools available.

Also set it up so if the editor is launched while a mission isn't running, it'll automatically load to the base editor level and set up a default camera object. This way editing can be done even if no level is currently loaded.
Tweaked the no-levels-found popup messagebox to properly call the ret…
…urnTo functionality to bump back to the appropriate originator gui.

@Areloch Areloch merged commit 48673e6 into GarageGames:development Mar 5, 2017

@Areloch Areloch deleted the Areloch:NewBaseGameTemplateFinal branch Jun 23, 2017

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