mrfrenik / enjon Goto Github PK
View Code? Open in Web Editor NEWGame engine created using OpenGL and C++
License: BSD 3-Clause "New" or "Revised" License
Game engine created using OpenGL and C++
License: BSD 3-Clause "New" or "Revised" License
this makes it really hard to code because there is no documentation either so you pretty much are left to look in source code or ask in discord. (i think its because there is no solution for custom source files)
When cleaning up all windows for close of editor, vector invalidation occurs
Repro:
Expected:
From user: "if you parent a lamp into an object and move the object the lamp will not move"
-[BUG] In compiled builds, if no camera is present, need to tell user that.
b32
on a class, the introspection generated code will determine its property type to be MetaPropertyType::Object
.MetaPropertyType::Bool
.From user: "I think you forgot to turn off some editor commands when we start the game. everytime I walk with WASD I change the gimbal"
CMake templates assume that the project directory will be within a given directory (the main project directory). This needs to change.
Looks like the material preview sphere is not considering every texture, only the emission. Works fine in the scene.
Video:
https://youtu.be/CNvwstalCNs
When importing meshes into editor, should import all textures and create materials for the mesh that are defined in the resource file. The materials should then be automatically associated with that given mesh.
For some reason when you create a new component and enjon tries to open the code for you, a new VS instance is created instead of opening in the project solution.
Video:
https://youtu.be/IPvq2VdiidE
-[BUG] ...\Enjon-master\TestSuite\Source\TestSuiteMain.cpp(14): fatal error C1083: Cannot open include file: 'vld.h': No such file or directory. Needs to be included with engine distribution.
-[BUG] C:\Users\IowaDog\Desktop\Enjon\Build\Release\EnjonEditor.exe
ERROR: 0:29: 'output' : reserved word
ERROR: 0:29: 'output' : syntax error syntax error
GLSLPROGRAM::COMPILESHADER::FAILED_TO_COMPILE::C:\Users\IowaDog\Desktop\Enjon\Build\Editor/../..//Assets/Shaders/deferred/bright.f.glsl
Enter any key to quit...
On Intel chips
-[BUG] PBR/point_light.v.glsl: change to
out DATA
{
vec3 FragPos;
vec2 TexCoords;
} fs_out;
-[BUG] In compiled builds, still no way to set "start scene".
From user: "if I select an object, type a new scale value (for example) and, before I press enter to apply, I select another object, that scale will be applied to the other obj"
Repro steps:
PointLightComponent
attachedhttps://www.youtube.com/watch?v=Ip1b-s1XPLg&feature=youtu.be
Make them work with just a T pose
When importing a static mesh, the mesh import options have reference to previous skeleton asset. This causes the mesh to be imported as a skeletal mesh.
Some gizmos/icons to preview where some invisible objects are in the editors will speed up the process a lot. Items like:
Also, it's a little bit hard to see the directional light "direction", since there is no shadows, so an icon will speedup the process. An idea for the directional light is add this dot present in Blender 2.8 that the user can groab it and draw thought the scene to aim the light at:
Unreal Engine 4 have some very intersting gizmos for these objects:
The camera preview on the bottom right helps a lot as well.
The engine has various enums that are publicly defined and reflected, however if another project attempts to use one of these as a property for a defined class, the meta data for it will not be correctly used.
1>C:\Program Files (x86)\Windows Kits\10\Include\10.0.18362.0\um\winnt.h(2482,40): error C2338: Windows headers require the default packing option. Changing this can lead to memory corruption. This diagnostic can be disabled by building with WINDOWS_IGNORE_PACKING_MISMATCH defined.
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