SHADE_Y3/Assets/Scenes/MainGame.shade

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2022-11-22 14:14:55 +08:00
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2022-11-23 00:44:27 +08:00
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2022-11-22 14:14:55 +08:00
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2022-11-23 00:44:27 +08:00
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2022-11-22 14:14:55 +08:00
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Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
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2022-11-22 14:14:55 +08:00
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2022-11-23 00:44:27 +08:00
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2022-11-22 14:14:55 +08:00
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Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
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2022-11-22 14:14:55 +08:00
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Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
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2022-11-22 14:14:55 +08:00
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Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
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2022-11-22 14:14:55 +08:00
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Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
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2022-11-22 14:14:55 +08:00
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Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
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2022-11-22 14:14:55 +08:00
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Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
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2022-11-22 14:14:55 +08:00
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Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
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2022-11-22 14:14:55 +08:00
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Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
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Renderable Component:
Mesh: 142689599
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Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
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Bounciness: 0
Density: 1
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Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
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IsActive: true
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IsActive: true
Renderable Component:
Mesh: 142689599
Material: 127069936
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Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
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Bounciness: 0
Density: 1
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Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
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IsActive: true
Renderable Component:
Mesh: 142689599
Material: 127069936
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Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 2, y: 2.20000005, z: 0.25}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 1.10000002, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
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Renderable Component:
Mesh: 134714737
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Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1.10000002, y: 2.20000005, z: 0.25}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0.449999988, y: 1.10000002, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.25, y: 2.20000005, z: 1.10000002}
Friction: 0.400000006
Bounciness: 0
Density: 1
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Rotation Offset: {x: 0, y: 0, z: 0}
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IsActive: true
Renderable Component:
Mesh: 140834166
Material: 127069936
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Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 2.20000005, z: 0.25}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 1.10000002, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
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Name: Wall_Default
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
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IsActive: true
Renderable Component:
Mesh: 140834166
Material: 127069936
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 2.20000005, z: 0.25}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 1.10000002, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
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Name: Wall_Default
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
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IsActive: true
Renderable Component:
Mesh: 140834166
Material: 127069936
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 2.20000005, z: 0.25}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 1.10000002, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
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Name: Door_Wall_Frame
IsActive: true
NumberOfChildren: 1
Components:
Transform Component:
Translate: {x: -5, y: 0, z: -0.5}
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IsActive: true
Renderable Component:
Mesh: 150924328
Material: 127069936
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 0.150000006, z: 0.25}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 2.125, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
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Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
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2022-11-22 14:59:46 +08:00
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2022-11-22 14:14:55 +08:00
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2022-11-22 14:59:46 +08:00
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2022-11-22 14:14:55 +08:00
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- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
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Rotation Offset: {x: 0, y: 0, z: 0}
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Scripts: ~
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Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 2, y: 2.20000005, z: 0.25}
Friction: 0.400000006
Bounciness: 0
Density: 1
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Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
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IsActive: true
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IsActive: true
Renderable Component:
Mesh: 134714737
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Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1.10000002, y: 2.20000005, z: 0.25}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0.449999988, y: 1.10000002, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.25, y: 2.20000005, z: 1.10000002}
Friction: 0.400000006
Bounciness: 0
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Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
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IsActive: true
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Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 2, y: 2.20000005, z: 0.25}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 1.10000002, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
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Name: Wall_Large
IsActive: true
NumberOfChildren: 0
Components:
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IsActive: true
Renderable Component:
Mesh: 142689599
Material: 127069936
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 2, y: 2.20000005, z: 0.25}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 1.10000002, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
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Name: Wall_Large
IsActive: true
NumberOfChildren: 0
Components:
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Rotate: {x: -0, y: 0, z: 0}
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IsActive: true
Renderable Component:
Mesh: 142689599
Material: 127069936
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 2, y: 2.20000005, z: 0.25}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 1.10000002, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
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Name: Wall_Large
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: -1, y: 0, z: 5}
Rotate: {x: -0, y: 0, z: 0}
Scale: {x: 0.999947786, y: 1, z: 0.999947786}
IsActive: true
Renderable Component:
Mesh: 142689599
Material: 127069936
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 2, y: 2.20000005, z: 0.25}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 1.10000002, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
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Name: Wall_Default
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
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IsActive: true
Renderable Component:
Mesh: 140834166
Material: 127069936
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 2.20000005, z: 0.25}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 1.10000002, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
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Name: Door_Wall_Frame
IsActive: true
NumberOfChildren: 1
Components:
Transform Component:
Translate: {x: 2.5, y: 0, z: 5}
Rotate: {x: -0, y: 0, z: 0}
Scale: {x: 1, y: 1, z: 1}
IsActive: true
Renderable Component:
Mesh: 150924328
Material: 127069936
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 0.150000006, z: 0.25}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 2.125, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.100000001, y: 2.20000005, z: 0.25}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: -0.455000013, y: 1.10000002, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
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Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
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2022-11-22 14:14:55 +08:00
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Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
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2022-11-22 14:14:55 +08:00
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Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
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IsActive: true
Renderable Component:
Mesh: 148351779
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Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
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IsActive: true
Renderable Component:
Mesh: 148351779
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Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
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Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
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IsActive: true
Scripts: ~
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IsActive: true
Renderable Component:
Mesh: 140834166
Material: 127069936
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
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2022-11-23 00:44:27 +08:00
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2022-11-22 14:14:55 +08:00
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IsActive: true
Renderable Component:
Mesh: 142812576
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IsActive: true
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Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
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Bounciness: 0
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Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
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IsActive: true
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Components:
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IsActive: true
Renderable Component:
Mesh: 142812576
Material: 127069936
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 2, y: 0.0500000007, z: 2}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: -0.00999999978, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
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Components:
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IsActive: true
Renderable Component:
Mesh: 142812576
Material: 127069936
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 2, y: 0.0500000007, z: 2}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: -0.00999999978, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
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IsActive: true
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Components:
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IsActive: true
Renderable Component:
Mesh: 142812576
Material: 127069936
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 2, y: 0.0500000007, z: 2}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: -0.00999999978, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
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Name: Floor_Large
IsActive: true
NumberOfChildren: 0
Components:
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IsActive: true
Renderable Component:
Mesh: 142812576
Material: 127069936
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
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Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
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Half Extents: {x: 2, y: 0.0500000007, z: 2}
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Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 2, y: 0.0500000007, z: 2}
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IsActive: true
Renderable Component:
Mesh: 142812576
Material: 127069936
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 2, y: 0.0500000007, z: 2}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: -0.00999999978, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
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IsActive: true
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Components:
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IsActive: true
Renderable Component:
Mesh: 142812576
Material: 127069936
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 2, y: 0.0500000007, z: 2}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: -0.00999999978, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
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IsActive: true
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Components:
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Renderable Component:
Mesh: 142812576
Material: 127069936
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Colliders:
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Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 2, y: 0.0500000007, z: 2}
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Bounciness: 0
Density: 1
Position Offset: {x: 0, y: -0.00999999978, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
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Scripts: ~
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Renderable Component:
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Colliders:
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Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 2, y: 0.0500000007, z: 2}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: -0.00999999978, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
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IsActive: true
Renderable Component:
Mesh: 142812576
Material: 127069936
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 2, y: 0.0500000007, z: 2}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: -0.00999999978, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
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IsActive: true
Renderable Component:
Mesh: 142812576
Material: 127069936
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 2, y: 0.0500000007, z: 2}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: -0.00999999978, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
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IsActive: true
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Components:
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IsActive: true
Renderable Component:
Mesh: 142812576
Material: 127069936
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 2, y: 0.0500000007, z: 2}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: -0.00999999978, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
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Name: Floor_Large
IsActive: true
NumberOfChildren: 0
Components:
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Rotate: {x: -0, y: 0, z: 0}
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IsActive: true
Renderable Component:
Mesh: 142812576
Material: 127069936
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 2, y: 0.0500000007, z: 2}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: -0.00999999978, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
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IsActive: true
NumberOfChildren: 5
Components:
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Rotate: {x: 0, y: 0, z: 0}
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IsActive: true
Scripts: ~
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Name: Floor_Large
IsActive: true
NumberOfChildren: 0
Components:
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Translate: {x: -4, y: 0, z: 0}
Rotate: {x: -0, y: 0, z: 0}
Scale: {x: 1, y: 1, z: 1}
IsActive: true
Renderable Component:
Mesh: 142812576
Material: 127069936
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 2, y: 0.0500000007, z: 2}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: -0.00999999978, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
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IsActive: true
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Components:
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Rotate: {x: -0, y: 0, z: 0}
Scale: {x: 1, y: 1, z: 1}
IsActive: true
Renderable Component:
Mesh: 142812576
Material: 127069936
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
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Renderable Component:
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Colliders:
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Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 2, y: 0.0500000007, z: 2}
Friction: 0.400000006
Bounciness: 0
Density: 1
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Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
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IsActive: true
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Components:
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IsActive: true
Renderable Component:
Mesh: 142812576
Material: 127069936
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 2, y: 0.0500000007, z: 2}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: -0.00999999978, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
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Name: Floor_Large
IsActive: true
NumberOfChildren: 0
Components:
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IsActive: true
Renderable Component:
Mesh: 142812576
Material: 127069936
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 2, y: 0.0500000007, z: 2}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: -0.00999999978, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
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IsActive: true
NumberOfChildren: 5
Components:
Transform Component:
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IsActive: true
Scripts: ~
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Name: Floor_Large
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
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IsActive: true
Renderable Component:
Mesh: 142812576
Material: 127069936
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 2, y: 0.0500000007, z: 2}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: -0.00999999978, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
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Name: Floor_Large
IsActive: true
NumberOfChildren: 0
Components:
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IsActive: true
Renderable Component:
Mesh: 142812576
Material: 127069936
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 2, y: 0.0500000007, z: 2}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: -0.00999999978, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
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Name: Floor_Large
IsActive: true
NumberOfChildren: 0
Components:
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IsActive: true
Renderable Component:
Mesh: 142812576
Material: 127069936
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 2, y: 0.0500000007, z: 2}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: -0.00999999978, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
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Name: Floor_Large
IsActive: true
NumberOfChildren: 0
Components:
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IsActive: true
Renderable Component:
Mesh: 142812576
Material: 127069936
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 2, y: 0.0500000007, z: 2}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: -0.00999999978, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
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IsActive: true
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Components:
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IsActive: true
Renderable Component:
Mesh: 142812576
Material: 127069936
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 2, y: 0.0500000007, z: 2}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: -0.00999999978, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
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Scripts: ~
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Components:
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Scripts: ~
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Components:
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IsActive: true
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Name: Floor_Large
IsActive: true
NumberOfChildren: 0
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IsActive: true
Renderable Component:
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Material: 132690168
IsActive: true
Scripts: ~
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NumberOfChildren: 2
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IsActive: true
Renderable Component:
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Material: 132690168
IsActive: true
Scripts: ~
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Name: Floor_Large
IsActive: true
NumberOfChildren: 0
Components:
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IsActive: true
Renderable Component:
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Material: 132690168
IsActive: true
Scripts: ~
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IsActive: true
NumberOfChildren: 2
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IsActive: true
Scripts: ~
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IsActive: true
NumberOfChildren: 2
Components:
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Scripts: ~
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Name: Floor_Large
IsActive: true
NumberOfChildren: 0
Components:
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Rotate: {x: -0, y: 0, z: 0}
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IsActive: true
Renderable Component:
Mesh: 142812576
Material: 132690168
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 2, y: 0.0500000007, z: 2}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: -0.00999999978, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
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Name: Floor_Large
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: 2, y: 0, z: 0}
Rotate: {x: -0, y: 0, z: 0}
Scale: {x: 1, y: 1, z: 1}
IsActive: true
Renderable Component:
Mesh: 142812576
Material: 132690168
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 2, y: 0.0500000007, z: 2}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: -0.00999999978, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
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Scripts: ~
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IsActive: true
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Renderable Component:
Mesh: 142812576
Material: 132690168
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Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 2, y: 0.0500000007, z: 2}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: -0.00999999978, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
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Name: Floor_Large
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: 2, y: 0, z: 0}
Rotate: {x: -0, y: 0, z: 0}
Scale: {x: 1, y: 1, z: 1}
IsActive: true
Renderable Component:
Mesh: 142812576
Material: 132690168
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 2, y: 0.0500000007, z: 2}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: -0.00999999978, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
- EID: 135
Name: Wall_Master
IsActive: true
NumberOfChildren: 7
Components:
Transform Component:
Translate: {x: 0, y: 0, z: 0}
Rotate: {x: -0, y: 0, z: -0}
Scale: {x: 1, y: 1.10000002, z: 1}
IsActive: true
Scripts: ~
- EID: 65661
Name: Wall_Corner
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: 2, y: 0, z: 2}
Rotate: {x: -0, y: 1.57079649, z: 0}
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IsActive: true
Renderable Component:
Mesh: 134714737
Material: 132690168
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1.10000002, y: 2.20000005, z: 0.25}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0.449999988, y: 1.10000002, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.25, y: 2.20000005, z: 1.10000002}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 1.10000002, z: -0.449999988}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
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Name: Wall_Corner
IsActive: true
NumberOfChildren: 0
Components:
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IsActive: true
Renderable Component:
Mesh: 134714737
Material: 132690168
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1.10000002, y: 2.20000005, z: 0.25}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0.449999988, y: 1.10000002, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.25, y: 2.20000005, z: 1.10000002}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 1.10000002, z: -0.449999988}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
- EID: 65653
Name: Window_O_Large
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: 0, y: 0, z: 2}
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IsActive: true
Renderable Component:
Mesh: 138781993
Material: 132690168
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 2, y: 0.200000003, z: 0.25}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 2.0999999, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 2, y: 0.899999976, z: 0.25}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0.449999988, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.100000001, y: 2.20000005, z: 0.25}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: -0.949999988, y: 1.10000002, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.100000001, y: 2.20000005, z: 0.25}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0.949999988, y: 1.10000002, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
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Name: Wall_Large
IsActive: true
NumberOfChildren: 0
Components:
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IsActive: true
Renderable Component:
Mesh: 142689599
Material: 132690168
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 2, y: 2.20000005, z: 0.25}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 1.10000002, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
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Name: Wall_Large
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: -2, y: 0, z: 0}
Rotate: {x: -0, y: 1.57079601, z: 0}
Scale: {x: 0.999995947, y: 1, z: 0.999995947}
IsActive: true
Renderable Component:
Mesh: 142689599
Material: 132690168
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 2, y: 2.20000005, z: 0.25}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 1.10000002, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
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Name: Wall_Default
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: 2, y: 0, z: -1.5}
Rotate: {x: -0, y: 1.57079601, z: 0}
Scale: {x: 0.999990523, y: 1, z: 0.999990523}
IsActive: true
Renderable Component:
Mesh: 140834166
Material: 132690168
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 2.20000005, z: 0.25}
Friction: 0.400000006
Bounciness: 0
Density: 1
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Renderable Component:
Mesh: 140834166
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Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 2.20000005, z: 0.25}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 1.10000002, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
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Name: Furniture_Chair01
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: -0.5, y: 0, z: 1.5}
Rotate: {x: 0, y: -1.57079601, z: 0}
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IsActive: true
Renderable Component:
Mesh: 142860936
Material: 131956078
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.400000006, y: 0.439999998, z: 0.400000006}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0.219999999, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.0399999991, y: 1, z: 0.400000006}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0.180000007, y: 0.5, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
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Name: Furnitures
IsActive: true
NumberOfChildren: 10
Components:
Transform Component:
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Rotate: {x: 0, y: 0, z: 0}
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IsActive: true
Scripts: ~
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Name: SetA
IsActive: true
NumberOfChildren: 10
Components:
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IsActive: true
Scripts: ~
- EID: 178
Name: Furniture_CounterBlock1
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: 2.5, y: 0, z: -1.5}
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IsActive: true
Renderable Component:
Mesh: 142281760
Material: 131956078
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 1.20000005, z: 1}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0.600000024, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
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Name: BottomLid
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: -2.5, y: 0, z: -1.5}
Rotate: {x: -0, y: 0, z: 0}
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IsActive: true
Renderable Component:
Mesh: 144974966
Material: 131956078
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 1.20000005, z: 1}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0.600000024, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
- EID: 180
Name: Furniture_CounterBlock2
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: 2.5, y: 0, z: -0.5}
Rotate: {x: 0, y: -1.57079601, z: 0}
Scale: {x: 0.99990958, y: 1, z: 0.99990958}
IsActive: true
Renderable Component:
Mesh: 144974966
Material: 131956078
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 1.20000005, z: 1}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0.600000024, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
- EID: 65719
Name: Furniture_CounterDrawer1
IsActive: true
NumberOfChildren: 3
Components:
Transform Component:
Translate: {x: 2.5, y: 0, z: 0.25}
Rotate: {x: 0, y: -3.1415925, z: 0}
Scale: {x: 0.999855638, y: 1, z: 0.999855638}
IsActive: true
Renderable Component:
Mesh: 144189529
Material: 131956078
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 0.0500000007, z: 1}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0.0250000004, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 0.0500000007, z: 1}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 1.17499995, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 1.20000005, z: 0.0500000007}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0.600000024, z: 0.474999994}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 1.20000005, z: 0.0500000007}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0.600000024, z: -0.474999994}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.0500000007, y: 1.20000005, z: 1}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: -0.474999994, y: 0.600000024, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
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Name: Furniture_CounterDrawerSmall
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
2022-11-22 14:59:46 +08:00
Translate: {x: 0.980086565, y: 0.306859791, z: 0.000663099228}
2022-11-22 14:14:55 +08:00
Rotate: {x: -0, y: 0, z: 0}
Scale: {x: 0.999737263, y: 1, z: 0.999737263}
IsActive: true
Renderable Component:
Mesh: 135779275
Material: 131956078
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.970000029, y: 0.0250000004, z: 0.870000005}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: -0.310000002, y: -0.219999999, z: 0.00499999989}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.0450000018, y: 0.349999994, z: 0.870000005}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0.147, y: -0.0700000003, z: 0.00499999989}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.0450000018, y: 0.349999994, z: 0.870000005}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: -0.757000029, y: -0.0700000003, z: 0.00499999989}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.959999979, y: 0.349999994, z: 0.0450000018}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: -0.310000002, y: -0.0700000003, z: -0.425000012}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.959999979, y: 0.349999994, z: 0.0450000018}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: -0.310000002, y: -0.0700000003, z: 0.425000012}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
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Name: Furniture_CounterDrawerSmall
IsActive: true
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Components:
Transform Component:
2022-11-22 14:59:46 +08:00
Translate: {x: 0.546036243, y: 1.02225077, z: 0.00050569122}
2022-11-22 14:14:55 +08:00
Rotate: {x: -0, y: 0, z: 0}
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IsActive: true
Renderable Component:
Mesh: 135779275
Material: 131956078
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.970000029, y: 0.0250000004, z: 0.870000005}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: -0.310000002, y: -0.219999999, z: 0.00499999989}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.0450000018, y: 0.349999994, z: 0.870000005}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0.147, y: -0.0700000003, z: 0.00499999989}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.0450000018, y: 0.349999994, z: 0.870000005}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: -0.757000029, y: -0.0700000003, z: 0.00499999989}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.959999979, y: 0.349999994, z: 0.0450000018}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: -0.310000002, y: -0.0700000003, z: -0.425000012}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.959999979, y: 0.349999994, z: 0.0450000018}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: -0.310000002, y: -0.0700000003, z: 0.425000012}
Rotation Offset: {x: 0, y: 0, z: 0}
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Scripts: ~
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Name: Furniture_CounterDrawerSmall
IsActive: true
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Components:
Transform Component:
2022-11-22 14:59:46 +08:00
Translate: {x: 0.79029417, y: 0.665752649, z: 0.000704084581}
2022-11-22 14:14:55 +08:00
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IsActive: true
Renderable Component:
Mesh: 135779275
Material: 131956078
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.970000029, y: 0.0250000004, z: 0.870000005}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: -0.310000002, y: -0.219999999, z: 0.00499999989}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.0450000018, y: 0.349999994, z: 0.870000005}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0.147, y: -0.0700000003, z: 0.00499999989}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.0450000018, y: 0.349999994, z: 0.870000005}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: -0.757000029, y: -0.0700000003, z: 0.00499999989}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.959999979, y: 0.349999994, z: 0.0450000018}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: -0.310000002, y: -0.0700000003, z: -0.425000012}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.959999979, y: 0.349999994, z: 0.0450000018}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: -0.310000002, y: -0.0700000003, z: 0.425000012}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
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IsActive: true
NumberOfChildren: 2
Components:
Transform Component:
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IsActive: true
Renderable Component:
Mesh: 136828790
Material: 131956078
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
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2022-11-22 14:14:55 +08:00
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2022-11-22 14:59:46 +08:00
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2022-11-22 14:14:55 +08:00
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- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
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2022-11-22 14:14:55 +08:00
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2022-11-22 14:59:46 +08:00
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2022-11-22 14:14:55 +08:00
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- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
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Friction: 0.400000006
Bounciness: 0
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Rotation Offset: {x: 0, y: 0, z: 0}
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Scripts: ~
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Mesh: 141601355
Material: 131956078
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Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
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Bounciness: 0
Density: 1
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Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 0.0500000007, z: 1}
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Bounciness: 0
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- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 1.20000005, z: 0.0500000007}
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Bounciness: 0
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Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 1.20000005, z: 0.0500000007}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0.600000024, z: -0.474999994}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.100000001, y: 1.20000005, z: 1}
Friction: 0.400000006
Bounciness: 0
Density: 1
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- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.100000001, y: 0.300000012, z: 1}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0.444999993, y: 1.04999995, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 0.300000012, z: 0.100000001}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 1.04999995, z: 0.444999993}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 0.300000012, z: 0.100000001}
Friction: 0.400000006
Bounciness: 0
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Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
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Scripts: ~
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2022-11-22 14:59:46 +08:00
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Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
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Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0.540000021, z: -0.460000008}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
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IsActive: true
NumberOfChildren: 1
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IsActive: true
Renderable Component:
Mesh: 141601355
Material: 131956078
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 0.0500000007, z: 1}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0.0250000004, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 0.0500000007, z: 1}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0.860000014, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 1.20000005, z: 0.0500000007}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0.600000024, z: 0.474999994}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 1.20000005, z: 0.0500000007}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0.600000024, z: -0.474999994}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.100000001, y: 1.20000005, z: 1}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: -0.444999993, y: 0.600000024, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.100000001, y: 0.300000012, z: 1}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0.444999993, y: 1.04999995, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 0.300000012, z: 0.100000001}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 1.04999995, z: 0.444999993}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 0.300000012, z: 0.100000001}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 1.04999995, z: -0.444999993}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.100000001, y: 0.300000012, z: 0.100000001}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: -0.449999988, y: 1.38999999, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
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Scripts: ~
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Components:
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2022-11-22 14:59:46 +08:00
Translate: {x: 0.500843167, y: 0.0500000007, z: -0.459560156}
2022-11-22 14:14:55 +08:00
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IsActive: true
Renderable Component:
Mesh: 150547241
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Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.0500000007, y: 1.07500005, z: 0.925000012}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0.540000021, z: 0.460000008}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
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Name: Furniture_CounterBlock2
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
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IsActive: true
Renderable Component:
Mesh: 144974966
Material: 131956078
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 1.20000005, z: 1}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0.600000024, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
- EID: 194
Name: Furniture_ServiceTray
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: 1.3758707, y: 0, z: -0.556610107}
Rotate: {x: -0, y: 1.66631782, z: 0}
Scale: {x: 0.999944031, y: 1, z: 0.999944031}
IsActive: true
Renderable Component:
Mesh: 140279658
Material: 131956078
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.400000006, y: 1.29999995, z: 1}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0.699999988, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.600000024, y: 1.70000005, z: 0.0700000003}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0.850000024, z: -0.5}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.600000024, y: 1.70000005, z: 0.0700000003}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0.850000024, z: 0.5}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
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Name: Furniture_TallStool01
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
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Scale: {x: 1, y: 1, z: 1}
IsActive: true
Renderable Component:
Mesh: 140539561
Material: 131956078
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
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2022-11-22 14:14:55 +08:00
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- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
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Friction: 0.400000006
Bounciness: 0
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Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.0500000007, y: 0.800000012, z: 0.0500000007}
Friction: 0.400000006
Bounciness: 0
Density: 1
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Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.0500000007, y: 0.800000012, z: 0.0500000007}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: -0.449999988, y: 0.400000006, z: 0.850000024}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.0500000007, y: 0.800000012, z: 0.0500000007}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0.449999988, y: 0.400000006, z: 0.850000024}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.0500000007, y: 0.800000012, z: 0.0500000007}
Friction: 0.400000006
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IsActive: true
Renderable Component:
Mesh: 142860936
Material: 131956078
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Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.400000006, y: 0.439999998, z: 0.400000006}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0.219999999, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.0399999991, y: 1, z: 0.400000006}
Friction: 0.400000006
Bounciness: 0
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IsActive: true
Renderable Component:
Mesh: 142860936
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Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.400000006, y: 0.439999998, z: 0.400000006}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0.219999999, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.0399999991, y: 1, z: 0.400000006}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0.180000007, y: 0.5, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
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Name: Furniture_Chair01
IsActive: true
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Components:
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IsActive: true
Renderable Component:
Mesh: 142860936
Material: 131956078
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.400000006, y: 0.439999998, z: 0.400000006}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0.219999999, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.0399999991, y: 1, z: 0.400000006}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0.180000007, y: 0.5, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
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Name: Furniture_Chair01
IsActive: true
NumberOfChildren: 0
Components:
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IsActive: true
Renderable Component:
Mesh: 142860936
Material: 131956078
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.400000006, y: 0.439999998, z: 0.400000006}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0.219999999, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
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2022-11-23 00:44:27 +08:00
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2022-11-22 14:14:55 +08:00
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Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 0.0500000007, z: 1}
Friction: 0.400000006
Bounciness: 0
Density: 1
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- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 0.0500000007, z: 1}
Friction: 0.400000006
Bounciness: 0
Density: 1
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Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 1.20000005, z: 0.0500000007}
Friction: 0.400000006
Bounciness: 0
Density: 1
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- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 1.20000005, z: 0.0500000007}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0.600000024, z: -0.474999994}
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- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
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Friction: 0.400000006
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- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 0.0500000007, z: 1}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0.0250000004, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 0.0500000007, z: 1}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 1.17499995, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 1.20000005, z: 0.0500000007}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0.600000024, z: 0.474999994}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 1.20000005, z: 0.0500000007}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0.600000024, z: -0.474999994}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.0500000007, y: 1.20000005, z: 1}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: -0.474999994, y: 0.600000024, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
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Scripts: ~
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Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 0.0500000007, z: 1}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0.0250000004, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 0.0500000007, z: 1}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0.860000014, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 1.20000005, z: 0.0500000007}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0.600000024, z: 0.474999994}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 1.20000005, z: 0.0500000007}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0.600000024, z: -0.474999994}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.100000001, y: 1.20000005, z: 1}
Friction: 0.400000006
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Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.100000001, y: 0.300000012, z: 1}
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Bounciness: 0
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Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 0.300000012, z: 0.100000001}
Friction: 0.400000006
Bounciness: 0
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Rotation Offset: {x: 0, y: 0, z: 0}
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Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 0.300000012, z: 0.100000001}
Friction: 0.400000006
Bounciness: 0
Density: 1
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Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.100000001, y: 0.300000012, z: 0.100000001}
Friction: 0.400000006
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2022-11-22 14:59:46 +08:00
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Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.0500000007, y: 1.07500005, z: 0.462500006}
Friction: 0.400000006
Bounciness: 0
Density: 1
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Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
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Components:
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2022-11-22 14:59:46 +08:00
Translate: {x: 0.499669075, y: 0.0500000119, z: 0.460034132}
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IsActive: true
Renderable Component:
Mesh: 146717179
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Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
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Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0.540000021, z: -0.230000004}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
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IsActive: true
NumberOfChildren: 2
Components:
Transform Component:
Translate: {x: 1.5, y: 0, z: -1.25}
Rotate: {x: -0, y: 1.57079601, z: 0}
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IsActive: true
Renderable Component:
Mesh: 144189529
Material: 131956078
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 0.0500000007, z: 1}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0.0250000004, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 0.0500000007, z: 1}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 1.17499995, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 1.20000005, z: 0.0500000007}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0.600000024, z: 0.474999994}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 1.20000005, z: 0.0500000007}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0.600000024, z: -0.474999994}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.0500000007, y: 1.20000005, z: 1}
Friction: 0.400000006
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Rotation Offset: {x: 0, y: 0, z: 0}
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2022-11-22 14:59:46 +08:00
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IsActive: true
Renderable Component:
Mesh: 139881558
Material: 131956078
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Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
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Friction: 0.400000006
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Position Offset: {x: -0.310000002, y: -0.519999981, z: 0.00499999989}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
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Friction: 0.400000006
Bounciness: 0
Density: 1
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Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.0450000018, y: 0.699999988, z: 0.870000005}
Friction: 0.400000006
Bounciness: 0
Density: 1
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- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.959999979, y: 0.699999988, z: 0.0450000018}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: -0.310000002, y: -0.170000002, z: -0.425000012}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.959999979, y: 0.699999988, z: 0.0450000018}
Friction: 0.400000006
Bounciness: 0
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Rotation Offset: {x: 0, y: 0, z: 0}
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IsActive: true
Renderable Component:
Mesh: 135779275
Material: 131956078
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Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.970000029, y: 0.0250000004, z: 0.870000005}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: -0.310000002, y: -0.219999999, z: 0.00499999989}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.0450000018, y: 0.349999994, z: 0.870000005}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0.147, y: -0.0700000003, z: 0.00499999989}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.0450000018, y: 0.349999994, z: 0.870000005}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: -0.757000029, y: -0.0700000003, z: 0.00499999989}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.959999979, y: 0.349999994, z: 0.0450000018}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: -0.310000002, y: -0.0700000003, z: -0.425000012}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.959999979, y: 0.349999994, z: 0.0450000018}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: -0.310000002, y: -0.0700000003, z: 0.425000012}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
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Name: Furniture_CounterEmpty
IsActive: true
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Components:
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IsActive: true
Renderable Component:
Mesh: 144189529
Material: 131956078
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 0.0500000007, z: 1}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0.0250000004, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 0.0500000007, z: 1}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 1.17499995, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 1.20000005, z: 0.0500000007}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0.600000024, z: 0.474999994}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 1.20000005, z: 0.0500000007}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0.600000024, z: -0.474999994}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.0500000007, y: 1.20000005, z: 1}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: -0.474999994, y: 0.600000024, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
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Name: Furniture_CounterBlock1
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
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IsActive: true
Renderable Component:
Mesh: 142281760
Material: 131956078
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 1.20000005, z: 1}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0.600000024, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
- EID: 217
Name: Furniture_CounterBlock1
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: 0.5, y: 0, z: -0.25}
Rotate: {x: -0, y: 1.57079601, z: 0}
Scale: {x: 0.999970734, y: 1, z: 0.999970734}
IsActive: true
Renderable Component:
Mesh: 142281760
Material: 131956078
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
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2022-11-22 14:14:55 +08:00
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Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
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Renderable Component:
Mesh: 142281760
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Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 1.20000005, z: 1}
Friction: 0.400000006
Bounciness: 0
Density: 1
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IsActive: true
Renderable Component:
Mesh: 136828790
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Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 1.20000005, z: 1}
Friction: 0.400000006
Bounciness: 0
Density: 1
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Rotation Offset: {x: 0, y: 0, z: 0}
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Components:
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2022-11-22 14:59:46 +08:00
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2022-11-22 14:14:55 +08:00
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IsActive: true
Renderable Component:
Mesh: 150740704
Material: 131956078
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Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
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Bounciness: 0
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Rotation Offset: {x: 0, y: 0, z: 0}
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Scripts: ~
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Components:
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Renderable Component:
Mesh: 135623020
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2022-11-22 14:59:46 +08:00
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2022-11-22 14:14:55 +08:00
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IsActive: true
Renderable Component:
Mesh: 136078992
Material: 131956078
IsActive: true
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Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.800000012, y: 0.0500000007, z: 0.800000012}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0.0250000004, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
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Name: Furniture_Oven
IsActive: true
NumberOfChildren: 2
Components:
Transform Component:
Translate: {x: 0.5, y: 0, z: 1.75}
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IsActive: true
Renderable Component:
Mesh: 136828790
Material: 131956078
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 1.20000005, z: 1}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0.600000024, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
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Name: Oven_Door
IsActive: true
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Components:
Transform Component:
Translate: {x: 0.536169469, y: 0.246981457, z: 1.90734863e-06}
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Scale: {x: 0.999996006, y: 0.999996006, z: 1}
IsActive: true
Renderable Component:
Mesh: 150740704
Material: 131956078
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
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Friction: 0.400000006
Bounciness: 0
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Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
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Name: Oven_Glass
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NumberOfChildren: 0
Components:
Transform Component:
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Scale: {x: 1, y: 1, z: 1}
IsActive: true
Renderable Component:
Mesh: 135623020
Material: 131956078
IsActive: true
Scripts: ~
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Name: Oven_Tray
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
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IsActive: true
Renderable Component:
Mesh: 136078992
Material: 131956078
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.800000012, y: 0.0500000007, z: 0.800000012}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0.0250000004, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
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Name: Furniture_CounterEmpty
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: 1.5, y: 0, z: 1.75}
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IsActive: true
Renderable Component:
Mesh: 144189529
Material: 131956078
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 0.0500000007, z: 1}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0.0250000004, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 0.0500000007, z: 1}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 1.17499995, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 1.20000005, z: 0.0500000007}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0.600000024, z: 0.474999994}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 1.20000005, z: 0.0500000007}
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Bounciness: 0
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- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.0500000007, y: 1.20000005, z: 1}
Friction: 0.400000006
Bounciness: 0
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Rotation Offset: {x: 0, y: 0, z: 0}
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IsActive: true
Renderable Component:
Mesh: 144189529
Material: 131956078
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Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 0.0500000007, z: 1}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0.0250000004, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 0.0500000007, z: 1}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 1.17499995, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 1.20000005, z: 0.0500000007}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0.600000024, z: 0.474999994}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 1.20000005, z: 0.0500000007}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0.600000024, z: -0.474999994}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.0500000007, y: 1.20000005, z: 1}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: -0.474999994, y: 0.600000024, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
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Name: Furniture_CounterEmpty
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IsActive: true
Renderable Component:
Mesh: 144189529
Material: 131956078
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 0.0500000007, z: 1}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0.0250000004, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 0.0500000007, z: 1}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 1.17499995, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 1.20000005, z: 0.0500000007}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0.600000024, z: 0.474999994}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 1.20000005, z: 0.0500000007}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0.600000024, z: -0.474999994}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.0500000007, y: 1.20000005, z: 1}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: -0.474999994, y: 0.600000024, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
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IsActive: true
Renderable Component:
Mesh: 144189529
Material: 131956078
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 0.0500000007, z: 1}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0.0250000004, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 0.0500000007, z: 1}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 1.17499995, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 1.20000005, z: 0.0500000007}
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Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 1.20000005, z: 0.0500000007}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0.600000024, z: -0.474999994}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.0500000007, y: 1.20000005, z: 1}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: -0.474999994, y: 0.600000024, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
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IsActive: true
Renderable Component:
Mesh: 139881558
Material: 131956078
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Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.970000029, y: 0.0250000004, z: 0.870000005}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: -0.310000002, y: -0.519999981, z: 0.00499999989}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.0450000018, y: 0.699999988, z: 0.870000005}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0.147, y: -0.170000002, z: 0.00499999989}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.0450000018, y: 0.699999988, z: 0.870000005}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: -0.757000029, y: -0.170000002, z: 0.00499999989}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.959999979, y: 0.699999988, z: 0.0450000018}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: -0.310000002, y: -0.170000002, z: -0.425000012}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.959999979, y: 0.699999988, z: 0.0450000018}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: -0.310000002, y: -0.170000002, z: 0.425000012}
Rotation Offset: {x: 0, y: 0, z: 0}
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IsActive: true
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Mesh: 135779275
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Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.970000029, y: 0.0250000004, z: 0.870000005}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: -0.310000002, y: -0.219999999, z: 0.00499999989}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.0450000018, y: 0.349999994, z: 0.870000005}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0.147, y: -0.0700000003, z: 0.00499999989}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.0450000018, y: 0.349999994, z: 0.870000005}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: -0.757000029, y: -0.0700000003, z: 0.00499999989}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.959999979, y: 0.349999994, z: 0.0450000018}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: -0.310000002, y: -0.0700000003, z: -0.425000012}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.959999979, y: 0.349999994, z: 0.0450000018}
Friction: 0.400000006
Bounciness: 0
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Position Offset: {x: -0.310000002, y: -0.0700000003, z: 0.425000012}
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IsActive: true
Renderable Component:
Mesh: 140539561
Material: 131956078
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.300000012, y: 0.800000012, z: 0.300000012}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0.5, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
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Name: Furniture_Shelf1
IsActive: true
NumberOfChildren: 6
Components:
Transform Component:
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IsActive: true
Scripts: ~
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Name: Furniture_Shelf1_Bottom
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
2022-11-22 14:59:46 +08:00
Translate: {x: -0.000432491302, y: 0, z: -1.14566433e-07}
2022-11-22 14:14:55 +08:00
Rotate: {x: -0, y: 1.57079649, z: 0}
Scale: {x: 0.999999225, y: 1, z: 0.999999225}
IsActive: true
Renderable Component:
Mesh: 138181722
Material: 131956078
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
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2022-11-22 14:14:55 +08:00
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2022-11-22 14:59:46 +08:00
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- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
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Bounciness: 0
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Rotation Offset: {x: 0, y: 0, z: 0}
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2022-11-22 14:59:46 +08:00
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2022-11-22 14:14:55 +08:00
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Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
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2022-11-22 14:59:46 +08:00
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2022-11-22 14:14:55 +08:00
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- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
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Friction: 0.400000006
Bounciness: 0
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Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
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NumberOfChildren: 0
Components:
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2022-11-22 14:59:46 +08:00
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2022-11-22 14:14:55 +08:00
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IsActive: true
Renderable Component:
Mesh: 150586966
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Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
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Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0.5, z: -0.954999983}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 1, z: 0.100000001}
Friction: 0.400000006
Bounciness: 0
Density: 1
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Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
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Components:
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2022-11-22 14:59:46 +08:00
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IsActive: true
Renderable Component:
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Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 1, z: 0.100000001}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0.5, z: -0.954999983}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 1, z: 0.100000001}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0.5, z: 0.954999983}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
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Components:
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Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
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Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0.219999999, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
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Friction: 0.400000006
Bounciness: 0
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2022-11-22 14:59:46 +08:00
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2022-11-22 14:14:55 +08:00
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2022-11-22 14:59:46 +08:00
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2022-11-22 14:14:55 +08:00
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IsActive: true
Renderable Component:
Mesh: 138181722
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IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
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Friction: 0.400000006
Bounciness: 0
Density: 1
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Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
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IsActive: true
NumberOfChildren: 0
Components:
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2022-11-22 14:59:46 +08:00
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2022-11-22 14:14:55 +08:00
Scale: {x: 0.99998945, y: 1, z: 0.99998945}
IsActive: true
Renderable Component:
Mesh: 147761585
Material: 131956078
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1.20000005, y: 0.100000001, z: 2.20000005}
Friction: 0.400000006
Bounciness: 0
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Position Offset: {x: 0, y: 0, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
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IsActive: true
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Components:
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2022-11-22 14:59:46 +08:00
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Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
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2022-11-22 14:14:55 +08:00
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2022-11-22 14:59:46 +08:00
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Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
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2022-11-22 14:14:55 +08:00
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2022-11-22 14:59:46 +08:00
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2022-11-22 14:14:55 +08:00
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Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
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2022-11-22 14:14:55 +08:00
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Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
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2022-11-22 14:14:55 +08:00
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2022-11-22 14:59:46 +08:00
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2022-11-22 14:14:55 +08:00
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Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
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2022-11-22 14:14:55 +08:00
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Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
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2022-11-22 14:14:55 +08:00
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Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
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Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
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2022-11-22 14:59:46 +08:00
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2022-11-22 14:14:55 +08:00
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Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
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2022-11-22 14:14:55 +08:00
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Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
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Colliders:
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Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
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Position Offset: {x: 0, y: 0.5, z: -0.954999983}
Rotation Offset: {x: 0, y: 0, z: 0}
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Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
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Colliders:
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Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 1, z: 0.100000001}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0.5, z: -0.954999983}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 1, z: 0.100000001}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0.5, z: 0.954999983}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
- EID: 271
Name: Furniture_Table01
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: 3.28806686, y: 4.76837158e-07, z: 2.51028538}
Rotate: {x: -0, y: 0, z: 0}
Scale: {x: 0.999803007, y: 1, z: 0.999803007}
IsActive: true
Renderable Component:
Mesh: 140474147
Material: 131956078
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.699999988, y: 0.0500000007, z: 1.20000005}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0.77700001, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.0500000007, y: 0.800000012, z: 0.0500000007}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: -0.25, y: 0.400000006, z: -0.550000012}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.0500000007, y: 0.800000012, z: 0.0500000007}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: -0.25, y: 0.400000006, z: 0.550000012}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.0500000007, y: 0.800000012, z: 0.0500000007}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0.25, y: 0.400000006, z: 0.550000012}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.0500000007, y: 0.800000012, z: 0.0500000007}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0.25, y: 0.400000006, z: -0.550000012}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
- EID: 272
Name: Furniture_Chair01
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: 3.37112713, y: -2.77225354e-09, z: 1.61954117}
Rotate: {x: -0, y: 0, z: 0}
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IsActive: true
Renderable Component:
Mesh: 142860936
Material: 131956078
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.400000006, y: 0.439999998, z: 0.400000006}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0.219999999, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 0.0399999991, y: 1, z: 0.400000006}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0.180000007, y: 0.5, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
- EID: 244
Name: Furniture_Shelf1
IsActive: true
NumberOfChildren: 4
Components:
Transform Component:
Translate: {x: -5.52377319, y: 0, z: 1.00466061}
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IsActive: true
Scripts: ~
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Name: Furniture_Shelf1_Bottom
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: 1.4045338e-07, y: 0, z: 0}
Rotate: {x: -0, y: 1.57079649, z: 0}
Scale: {x: 1, y: 1, z: 1}
IsActive: true
Renderable Component:
Mesh: 138181722
Material: 131956078
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1.20000005, y: 0.100000001, z: 2.20000005}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0.0500000007, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
- EID: 246
Name: Furniture_Shelf1_Top
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: 1.40490897e-07, y: 0.83211112, z: 0.000104904175}
Rotate: {x: -0, y: 1.57079601, z: 0}
Scale: {x: 0.999976337, y: 1, z: 0.999976337}
IsActive: true
Renderable Component:
Mesh: 147761585
Material: 131956078
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1.20000005, y: 0.100000001, z: 2.20000005}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
- EID: 247
Name: Furniture_Shelf1_Back
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: -3.8239591e-08, y: 0.425199866, z: -0.499661922}
Rotate: {x: 2.98023224e-07, y: 1.57079613, z: 1.57079566}
Scale: {x: 0.927978218, y: 0.999999523, z: 1.10000813}
IsActive: true
Renderable Component:
Mesh: 139576452
Material: 131956078
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 0.100000001, z: 1.89999998}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
- EID: 249
Name: Furniture_Shelf1_FrameHigh
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: 1.40554903e-07, y: -0.132160872, z: 0.000283718109}
Rotate: {x: -0, y: 1.57079601, z: 0}
Scale: {x: 0.999927938, y: 1, z: 0.999927938}
IsActive: true
Renderable Component:
Mesh: 150586966
Material: 131956078
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Collision Tag: 1
2022-11-22 14:14:55 +08:00
Type: Box
Half Extents: {x: 1, y: 1, z: 0.100000001}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0.5, z: -0.954999983}
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Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
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Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
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Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
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Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
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Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
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Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
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Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
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Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
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Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
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Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
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Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
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Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
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Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
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Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
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Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
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Graphics refactor more or less tested and working - Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders. - Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. - Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). - Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems). - Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2. - Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. - Light data is now bound before every compute system. - There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
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