Fix for Canvas Scaler #253

Merged
maverickdgg merged 2 commits from SP3-20-UI-System into main 2022-11-22 21:06:25 +08:00
4 changed files with 29 additions and 21 deletions
Showing only changes of commit 44733308f1 - Show all commits

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@ -53,15 +53,16 @@ project "SHADE_CSharp"
function configElementCS(cfg)
_p(2,'<Configurations>Debug;Release;Publish</Configurations>')
end
function docsElementCS(cfg)
_p(2,'<GenerateDocumentationFile>true</GenerateDocumentationFile>')
end
function docsLocationElementCS(cfg)
_p(2,'<DocumentationFile>$(OutDir)</DocumentationFile>')
end
-- function docsElementCS(cfg)
-- _p(2,'<GenerateDocumentationFile>true</GenerateDocumentationFile>')
-- end
-- function docsLocationElementCS(cfg)
-- _p(2,'<DocumentationFile>$(OutDir)</DocumentationFile>')
-- end
premake.override(premake.vstudio.cs2005.elements, "projectProperties", function (oldfn, cfg)
return table.join(oldfn(cfg), {
platformsElementCS, configElementCS, docsElementCS, docsLocationElementCS,
-- platformsElementCS, configElementCS, docsElementCS, docsLocationElementCS,
platformsElementCS, configElementCS,
})
end)

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@ -47,14 +47,14 @@ namespace SHADE
{
// Get the current scene graph to traverse and update
const auto& SCENE_GRAPH = SHSceneManager::GetCurrentSceneGraph();
UpdateEntity(SCENE_GRAPH.GetRoot(), !IsRunInEditorPause);
UpdateEntity(SCENE_GRAPH.GetRoot(), false);
}
void SHTransformSystem::TransformPostPhysicsUpdate::Execute(double) noexcept
{
// Get the current scene graph to traverse and update
const auto& SCENE_GRAPH = SHSceneManager::GetCurrentSceneGraph();
UpdateEntity(SCENE_GRAPH.GetRoot(), IsRunInEditorPause);
UpdateEntity(SCENE_GRAPH.GetRoot(), true);
}
void SHTransformSystem::Init()

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@ -302,9 +302,12 @@ namespace SHADE
{
colliderComponent->position = WORLD_POS;
colliderComponent->orientation = WORLD_ROT;
colliderComponent->scale = WORLD_SCL;
colliderComponent->RecomputeCollisionShapes();
if (colliderComponent->scale != WORLD_SCL)
{
colliderComponent->scale = WORLD_SCL;
colliderComponent->RecomputeCollisionShapes();
}
}
}
@ -325,7 +328,11 @@ namespace SHADE
if (physicsObject.GetRigidBody()->isActive())
physicsObject.prevTransform = CURRENT_TF;
// Sync with rigid bodies. If an object doesn't have a rigidbody, no update is needed here as it is done in pre-update.
// Skip sleeping objects
if (physicsObject.GetRigidBody()->isSleeping())
return;
// Sync with rigid bodies
if (rigidBodyComponent && SHSceneManager::CheckNodeAndComponentsActive<SHRigidBodyComponent>(physicsObject.entityID))
{
// Skip static bodies

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@ -119,14 +119,14 @@ project "SHADE_Managed"
links{"librttr_core.lib"}
links{"fmodstudio_vc.lib", "fmod_vc.lib"}
require "vstudio"
-- require "vstudio"
function docsElementCPP(cfg)
_p(3,'<GenerateXMLDocumentationFiles>true</GenerateXMLDocumentationFiles>')
end
-- function docsElementCPP(cfg)
-- _p(3,'<GenerateXMLDocumentationFiles>true</GenerateXMLDocumentationFiles>')
-- end
premake.override(premake.vstudio.vc2010.elements, "clCompile", function (oldfn, cfg)
return table.join(oldfn(cfg), {
docsElementCPP,
})
end)
-- premake.override(premake.vstudio.vc2010.elements, "clCompile", function (oldfn, cfg)
-- return table.join(oldfn(cfg), {
-- docsElementCPP,
-- })
-- end)