Merge branch 'main' into SP3-20-UI-System
This commit is contained in:
commit
44733308f1
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@ -53,15 +53,16 @@ project "SHADE_CSharp"
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function configElementCS(cfg)
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_p(2,'<Configurations>Debug;Release;Publish</Configurations>')
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end
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function docsElementCS(cfg)
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_p(2,'<GenerateDocumentationFile>true</GenerateDocumentationFile>')
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end
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function docsLocationElementCS(cfg)
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_p(2,'<DocumentationFile>$(OutDir)</DocumentationFile>')
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end
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-- function docsElementCS(cfg)
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-- _p(2,'<GenerateDocumentationFile>true</GenerateDocumentationFile>')
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-- end
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-- function docsLocationElementCS(cfg)
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-- _p(2,'<DocumentationFile>$(OutDir)</DocumentationFile>')
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-- end
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premake.override(premake.vstudio.cs2005.elements, "projectProperties", function (oldfn, cfg)
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return table.join(oldfn(cfg), {
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platformsElementCS, configElementCS, docsElementCS, docsLocationElementCS,
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-- platformsElementCS, configElementCS, docsElementCS, docsLocationElementCS,
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platformsElementCS, configElementCS,
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})
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end)
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@ -47,14 +47,14 @@ namespace SHADE
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{
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// Get the current scene graph to traverse and update
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const auto& SCENE_GRAPH = SHSceneManager::GetCurrentSceneGraph();
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UpdateEntity(SCENE_GRAPH.GetRoot(), !IsRunInEditorPause);
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UpdateEntity(SCENE_GRAPH.GetRoot(), false);
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}
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void SHTransformSystem::TransformPostPhysicsUpdate::Execute(double) noexcept
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{
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// Get the current scene graph to traverse and update
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const auto& SCENE_GRAPH = SHSceneManager::GetCurrentSceneGraph();
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UpdateEntity(SCENE_GRAPH.GetRoot(), IsRunInEditorPause);
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UpdateEntity(SCENE_GRAPH.GetRoot(), true);
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}
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void SHTransformSystem::Init()
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@ -302,11 +302,14 @@ namespace SHADE
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{
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colliderComponent->position = WORLD_POS;
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colliderComponent->orientation = WORLD_ROT;
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colliderComponent->scale = WORLD_SCL;
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if (colliderComponent->scale != WORLD_SCL)
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{
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colliderComponent->scale = WORLD_SCL;
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colliderComponent->RecomputeCollisionShapes();
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}
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}
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}
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void SHPhysicsSystem::PhysicsPostUpdate::postUpdateSyncTransforms
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(
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@ -325,7 +328,11 @@ namespace SHADE
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if (physicsObject.GetRigidBody()->isActive())
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physicsObject.prevTransform = CURRENT_TF;
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// Sync with rigid bodies. If an object doesn't have a rigidbody, no update is needed here as it is done in pre-update.
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// Skip sleeping objects
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if (physicsObject.GetRigidBody()->isSleeping())
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return;
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// Sync with rigid bodies
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if (rigidBodyComponent && SHSceneManager::CheckNodeAndComponentsActive<SHRigidBodyComponent>(physicsObject.entityID))
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{
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// Skip static bodies
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@ -119,14 +119,14 @@ project "SHADE_Managed"
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links{"librttr_core.lib"}
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links{"fmodstudio_vc.lib", "fmod_vc.lib"}
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require "vstudio"
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-- require "vstudio"
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function docsElementCPP(cfg)
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_p(3,'<GenerateXMLDocumentationFiles>true</GenerateXMLDocumentationFiles>')
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end
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-- function docsElementCPP(cfg)
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-- _p(3,'<GenerateXMLDocumentationFiles>true</GenerateXMLDocumentationFiles>')
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-- end
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premake.override(premake.vstudio.vc2010.elements, "clCompile", function (oldfn, cfg)
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return table.join(oldfn(cfg), {
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docsElementCPP,
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})
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end)
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-- premake.override(premake.vstudio.vc2010.elements, "clCompile", function (oldfn, cfg)
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-- return table.join(oldfn(cfg), {
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-- docsElementCPP,
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-- })
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-- end)
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