can assign mesh
add bigobj option to command line till we find a better solution
This commit is contained in:
parent
0aebc3053f
commit
d3dc87accb
|
@ -8,7 +8,7 @@ project "SHADE_Engine"
|
|||
pchheader "SHpch.h"
|
||||
pchsource "%{prj.location}/src/SHpch.cpp"
|
||||
staticruntime "off"
|
||||
|
||||
buildoptions{"/bigobj"}
|
||||
files
|
||||
{
|
||||
"%{prj.location}/src/**.h",
|
||||
|
|
|
@ -133,7 +133,7 @@ namespace SHADE
|
|||
auto size = ImGui::GetWindowSize();
|
||||
auto g = ImGui::GetCurrentContext();
|
||||
ImGui::SetCursorPosX(size.x - g->Style.FramePadding.x * 15.0f);
|
||||
if (ImGui::SmallButton(ICON_MD_DESELECT))
|
||||
if (ImGui::SmallButton(ICON_MD_CLEAR_ALL))
|
||||
{
|
||||
auto editor = SHSystemManager::GetSystem<SHEditor>();
|
||||
editor->selectedEntities.clear();
|
||||
|
|
|
@ -348,14 +348,16 @@ namespace SHADE
|
|||
if (ImGui::CollapsingHeader(componentType.get_name().data()))
|
||||
{
|
||||
DrawContextMenu(component);
|
||||
SHEditorWidgets::DragDropReadOnlyField<AssetID>("Mesh", "Mesh Asset", [component]()
|
||||
Handle<SHMesh> const& mesh = component->GetMesh();
|
||||
|
||||
SHEditorWidgets::DragDropReadOnlyField<AssetID>("Mesh", std::to_string(SHResourceManager::GetAssetID<SHMesh>(mesh).value_or(0)).data(), [component]()
|
||||
{
|
||||
Handle<SHMesh> const& mesh = component->GetMesh();
|
||||
return SHResourceManager::GetAssetID<SHMesh>(mesh).value_or(0);
|
||||
},
|
||||
[component](AssetID const& id)
|
||||
{
|
||||
//component->SetMesh(SHResourceManager::LoadOrGet<SHMesh>(id));
|
||||
component->SetMesh(SHResourceManager::LoadOrGet<SHMesh>(id));
|
||||
}, SHDragDrop::DRAG_RESOURCE);
|
||||
}
|
||||
else
|
||||
|
|
|
@ -136,6 +136,7 @@ namespace SHADE
|
|||
{
|
||||
DrawAddComponentButton<SHTransformComponent>(eid);
|
||||
DrawAddComponentButton<SHCameraComponent>(eid);
|
||||
DrawAddComponentButton<SHLightComponent>(eid);
|
||||
|
||||
// Components that require Transforms
|
||||
|
||||
|
|
|
@ -239,6 +239,7 @@ namespace YAML
|
|||
YAML::convert<SHCollider>::decode(colliderNode, rhs.GetCollider(numColliders++));
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
|
|
Loading…
Reference in New Issue