some fixes. still cant reload scene. jesus wept
This commit is contained in:
parent
943f756721
commit
87f6252d3e
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@ -1,4 +1,4 @@
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Start in Fullscreen: false
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Starting Scene ID: 0
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Starting Scene ID: 85177200
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Window Size: {x: 1920, y: 1080}
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Window Title: SHADE Engine
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@ -0,0 +1,176 @@
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- EID: 0
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Name: Default
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IsActive: true
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NumberOfChildren: 0
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Components:
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Transform Component:
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Translate: {x: 1, y: -2, z: -4.77791452}
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Rotate: {x: 1.48352981, y: 326.085083, z: 1.48352981}
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Scale: {x: 1, y: 1, z: 1}
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Camera Component:
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Position: {x: 1, y: -2, z: -4.77791452}
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Pitch: 84.9999924
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Yaw: 323.298828
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Roll: 84.9999924
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Width: 1920
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Height: 1080
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Near: 0.00999999978
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Far: 10000
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Perspective: true
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Renderable Component:
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Mesh: 0
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Material: 0
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Light Component:
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Position: {x: 0, y: 0, z: 0}
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Type: Directional
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Direction: {x: 0, y: 0, z: 1}
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Color: {x: 1, y: 1, z: 1, w: 1}
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Layer: 4294967295
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Strength: 0
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Scripts: ~
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- EID: 1
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Name: Default
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IsActive: true
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NumberOfChildren: 0
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Components:
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Transform Component:
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Translate: {x: 1, y: -1.89999998, z: -5.80951977}
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Rotate: {x: 79.572258, y: 328.815308, z: 348.792389}
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Scale: {x: 1, y: 1, z: 1}
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Renderable Component:
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Mesh: 0
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Material: 0
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RigidBody Component:
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Type: Dynamic
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Mass: 1
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Drag: 0.00999999978
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Angular Drag: 0.00999999978
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Use Gravity: true
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Interpolate: true
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Freeze Position X: false
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Freeze Position Y: false
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Freeze Position Z: false
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Freeze Rotation X: false
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Freeze Rotation Y: false
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Freeze Rotation Z: false
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Collider Component:
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Colliders:
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- Is Trigger: false
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Type: Box
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Half Extents: {x: 0.5, y: 0.5, z: 0.5}
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Friction: 0.400000006
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Bounciness: 0
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Density: 1
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Position Offset: {x: 0, y: 0, z: 0}
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Scripts: ~
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- EID: 2
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Name: Default
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IsActive: true
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NumberOfChildren: 0
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Components:
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Transform Component:
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Translate: {x: 1, y: -1.79999995, z: -5.05146122}
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Rotate: {x: 196.999405, y: 35.1145439, z: 110.940132}
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Scale: {x: 1, y: 1, z: 1}
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Renderable Component:
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Mesh: 0
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Material: 0
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RigidBody Component:
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Type: Dynamic
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Mass: 1
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Drag: 0.00999999978
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Angular Drag: 0.00999999978
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Use Gravity: true
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Interpolate: true
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Freeze Position X: false
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Freeze Position Y: false
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Freeze Position Z: false
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Freeze Rotation X: false
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Freeze Rotation Y: false
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Freeze Rotation Z: false
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Collider Component:
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Colliders:
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- Is Trigger: false
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Type: Box
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Half Extents: {x: 0.5, y: 0.5, z: 0.5}
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Friction: 0.400000006
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Bounciness: 0
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Density: 1
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Position Offset: {x: 0, y: 0, z: 0}
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Scripts: ~
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- EID: 3
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Name: Default
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IsActive: true
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NumberOfChildren: 0
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Components:
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Transform Component:
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Translate: {x: -3, y: -1, z: -1}
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Rotate: {x: 0, y: 0, z: 0}
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Scale: {x: 5, y: 5, z: 5}
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Renderable Component:
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Mesh: 0
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Material: 0
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Scripts:
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- Type: RaccoonSpin
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RotateSpeed: 1
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- EID: 4
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Name: Default
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IsActive: true
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NumberOfChildren: 0
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Components:
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Transform Component:
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Translate: {x: 0, y: -3, z: -5}
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Rotate: {x: 0, y: 0, z: 0}
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Scale: {x: 7.5, y: 0.5, z: 7.5}
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Renderable Component:
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Mesh: 0
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Material: 0
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RigidBody Component:
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Type: Static
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Mass: 1
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Drag: 0.00999999978
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Angular Drag: 0.00999999978
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Use Gravity: true
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Interpolate: true
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Freeze Position X: false
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Freeze Position Y: false
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Freeze Position Z: false
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Freeze Rotation X: false
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Freeze Rotation Y: false
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Freeze Rotation Z: false
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Collider Component:
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Colliders:
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- Is Trigger: false
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Type: Box
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Half Extents: {x: 3.75, y: 0.25, z: 3.75}
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Friction: 0.400000006
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Bounciness: 0
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Density: 1
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Position Offset: {x: 0, y: 0, z: 0}
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Scripts: ~
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- EID: 5
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Name: Default
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IsActive: true
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NumberOfChildren: 0
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Components:
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Transform Component:
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Translate: {x: 3, y: -1, z: -1}
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Rotate: {x: 0, y: 0, z: 0}
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Scale: {x: 5, y: 5, z: 5}
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Renderable Component:
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Mesh: 0
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Material: 0
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Scripts: ~
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- EID: 6
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Name: Default
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IsActive: true
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NumberOfChildren: 0
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Components:
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Light Component:
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Position: {x: 0, y: 0, z: 0}
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Type: Ambient
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Direction: {x: 0, y: 0, z: 1}
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Color: {x: 1, y: 1, z: 1, w: 1}
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Layer: 4294967295
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Strength: 0.25
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Scripts: ~
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@ -0,0 +1,3 @@
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Name: TestScene
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ID: 85177200
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Type: 5
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@ -35,9 +35,6 @@ namespace Sandbox
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}
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void SBMainScene::Load()
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{
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}
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void SBMainScene::Init()
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{
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SHADE::SHGraphicsSystem* graphicsSystem = static_cast<SHADE::SHGraphicsSystem*>(SHADE::SHSystemManager::GetSystem<SHADE::SHGraphicsSystem>());
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// Create temp meshes
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@ -61,6 +58,11 @@ namespace Sandbox
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}
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}
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SHResourceManager::FinaliseChanges();
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}
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void SBMainScene::Init()
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{
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SHADE::SHGraphicsSystem* graphicsSystem = static_cast<SHADE::SHGraphicsSystem*>(SHADE::SHSystemManager::GetSystem<SHADE::SHGraphicsSystem>());
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// Create Materials
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auto matInst = graphicsSystem->AddOrGetBaseMaterialInstance();
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@ -182,7 +182,8 @@ namespace SHADE
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ImGui::BeginDisabled(editor->editorState == SHEditor::State::PLAY);
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if(ImGui::SmallButton(ICON_MD_PLAY_ARROW))
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{
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editor->editorState = SHEditor::State::PLAY;
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if(editor->SaveScene())
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editor->editorState = SHEditor::State::PLAY;
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}
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ImGui::EndDisabled();
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ImGui::BeginDisabled(editor->editorState == SHEditor::State::PAUSE);
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@ -195,6 +196,7 @@ namespace SHADE
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if(ImGui::SmallButton(ICON_MD_STOP))
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{
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editor->editorState = SHEditor::State::STOP;
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editor->LoadScene(SHSceneManager::GetCurrentSceneAssetID());
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}
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ImGui::EndDisabled();
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ImGui::EndMenuBar();
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@ -447,7 +447,7 @@ namespace SHADE
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}
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}
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void SHEditor::SaveScene(std::string const& newSceneName)
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bool SHEditor::SaveScene(std::string const& newSceneName)
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{
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auto const data = SHAssetManager::GetData<SHSceneAsset>(SHSceneManager::GetCurrentSceneAssetID());
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if (!data)
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@ -456,12 +456,12 @@ namespace SHADE
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{
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//Prompt for scene name
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isSceneNamePromptOpen = true;
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return;
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return false;
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}
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//Else We have a new name
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SHSceneManager::SetCurrentSceneName(newSceneName.data());
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SHSceneManager::SetCurrentSceneAssetID(SHAssetManager::CreateNewAsset(AssetType::SCENE, newSceneName.data()));
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SHSceneManager::SetCurrentSceneName(newSceneName);
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SHSceneManager::SetCurrentSceneAssetID(SHAssetManager::CreateNewAsset(AssetType::SCENE, newSceneName));
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}
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//Get data, if data is null, asset doesn't exist, prompt for a name and create a new asset with the name
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@ -470,7 +470,10 @@ namespace SHADE
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{
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if(shWindow->IsUnsavedChanges())
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shWindow->ToggleUnsavedChanges();
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return true;
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}
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return false;
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}
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void SHEditor::LoadScene(AssetID const& assetID) noexcept
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@ -178,7 +178,7 @@ namespace SHADE
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void NewScene();
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void SaveScene(std::string const& newSceneName = {});
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bool SaveScene(std::string const& newSceneName = {});
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void LoadScene(AssetID const& assetID) noexcept;
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@ -111,12 +111,14 @@ namespace SHADE
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{
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if (currentScene->sceneAssetID != assetID)
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{
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cleanReload = true;
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//cleanReload = true;
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cleanReload = false;
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//newSceneName = sceneName;
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}
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else
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cleanReload = false;
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currentScene->sceneAssetID = assetID;
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nextSceneID = currentSceneID;
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sceneChanged = true;
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}
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