Merge branch 'master' into local

This commit is contained in:
Nejcraft
2021-08-23 20:40:37 +02:00
committed by GitHub
79 changed files with 21230 additions and 640 deletions
+6 -6
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@@ -538,9 +538,9 @@ namespace FlaxEditor.Windows.Assets
for (int i = 0; i < meshData.IndexBuffer.Length; i += 3)
{
// Cache triangle indices
int i0 = meshData.IndexBuffer[i + 0];
int i1 = meshData.IndexBuffer[i + 1];
int i2 = meshData.IndexBuffer[i + 2];
uint i0 = meshData.IndexBuffer[i + 0];
uint i1 = meshData.IndexBuffer[i + 1];
uint i2 = meshData.IndexBuffer[i + 2];
// Cache triangle uvs positions and transform positions to output target
Vector2 uv0 = meshData.VertexBuffer[i0].TexCoord * uvScale;
@@ -562,9 +562,9 @@ namespace FlaxEditor.Windows.Assets
for (int i = 0; i < meshData.IndexBuffer.Length; i += 3)
{
// Cache triangle indices
int i0 = meshData.IndexBuffer[i + 0];
int i1 = meshData.IndexBuffer[i + 1];
int i2 = meshData.IndexBuffer[i + 2];
uint i0 = meshData.IndexBuffer[i + 0];
uint i1 = meshData.IndexBuffer[i + 1];
uint i2 = meshData.IndexBuffer[i + 2];
// Cache triangle uvs positions and transform positions to output target
Vector2 uv0 = meshData.VertexBuffer[i0].LightmapUVs * uvScale;
@@ -645,9 +645,9 @@ namespace FlaxEditor.Windows.Assets
for (int i = 0; i < meshData.IndexBuffer.Length; i += 3)
{
// Cache triangle indices
int i0 = meshData.IndexBuffer[i + 0];
int i1 = meshData.IndexBuffer[i + 1];
int i2 = meshData.IndexBuffer[i + 2];
uint i0 = meshData.IndexBuffer[i + 0];
uint i1 = meshData.IndexBuffer[i + 1];
uint i2 = meshData.IndexBuffer[i + 2];
// Cache triangle uvs positions and transform positions to output target
Vector2 uv0 = meshData.VertexBuffer[i0].TexCoord * uvScale;
@@ -820,7 +820,7 @@ namespace FlaxEditor.Windows.Assets
private struct MeshData
{
public int[] IndexBuffer;
public uint[] IndexBuffer;
public SkinnedMesh.Vertex[] VertexBuffer;
}
+27
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@@ -1,6 +1,7 @@
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
using System;
using System.Xml;
using FlaxEditor.GUI.ContextMenu;
using FlaxEditor.GUI.Input;
using FlaxEditor.Options;
@@ -484,5 +485,31 @@ namespace FlaxEditor.Windows
return result;
}
/// <inheritdoc />
public override bool UseLayoutData => true;
/// <inheritdoc />
public override void OnLayoutSerialize(XmlWriter writer)
{
writer.WriteAttributeString("ShowGUI", ShowGUI.ToString());
writer.WriteAttributeString("ShowDebugDraw", ShowDebugDraw.ToString());
}
/// <inheritdoc />
public override void OnLayoutDeserialize(XmlElement node)
{
if (bool.TryParse(node.GetAttribute("ShowGUI"), out bool value1))
ShowGUI = value1;
if (bool.TryParse(node.GetAttribute("ShowDebugDraw"), out value1))
ShowDebugDraw = value1;
}
/// <inheritdoc />
public override void OnLayoutDeserialize()
{
ShowGUI = true;
ShowDebugDraw = false;
}
}
}
+1
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@@ -192,6 +192,7 @@ namespace FlaxEditor.Windows
_contextMenu.AddButton("Clear log", Clear);
_contextMenu.AddButton("Copy selection", _output.Copy);
_contextMenu.AddButton("Select All", _output.SelectAll);
_contextMenu.AddButton("Show in explorer", () => FileSystem.ShowFileExplorer(Path.Combine(Globals.ProjectFolder, "Logs")));
_contextMenu.AddButton("Scroll to bottom", () => { _vScroll.TargetValue = _vScroll.Maximum; }).Icon = Editor.Icons.ArrowDown12;
// Setup editor options
+2 -1
View File
@@ -131,7 +131,8 @@ const Char* SplashScreenQuotes[] =
TEXT("ZOINKS"),
TEXT("Scooby dooby doo"),
TEXT("You shall not load!"),
TEXT("The roof, the roof, the roof is on fire!")
TEXT("The roof, the roof, the roof is on fire!"),
TEXT("I've seen better documentation ...\nFrom ransomware gangs !")
};
SplashScreen::~SplashScreen()