diff --git a/Content/GameSettings.json b/Content/GameSettings.json index b23ee7d..8e3a32e 100644 --- a/Content/GameSettings.json +++ b/Content/GameSettings.json @@ -1,7 +1,7 @@ { "ID": "3c7bc3854d42f9b1b0fea9ba0d7fa8e9", "TypeName": "FlaxEditor.Content.Settings.GameSettings", - "EngineBuild": 6224, + "EngineBuild": 6225, "Data": { "ProductName": "Goake", "CompanyName": "GoaLitiuM", @@ -21,7 +21,6 @@ "GameCooking": "af2e52554f7faed7b4937181dd22d166", "Streaming": "3a6ffc3a43e684f77cfed1a1f8f6bd0e", "CustomSettings": { - "BrushMaterials": "29a0b0c54b40eb3e6857ffb4c9cab71e", "BrushMaterialsLegacy": "51fb8bec4cfc9095612aaf992382a255" }, "WindowsPlatform": "4a5eec97484253fed72934860ae62c40", diff --git a/Content/Settings/EngineSettings/BuildSettings.json b/Content/Settings/EngineSettings/BuildSettings.json index 7f8f54f..84be040 100644 --- a/Content/Settings/EngineSettings/BuildSettings.json +++ b/Content/Settings/EngineSettings/BuildSettings.json @@ -1,7 +1,7 @@ { "ID": "af2e52554f7faed7b4937181dd22d166", "TypeName": "FlaxEditor.Content.Settings.BuildSettings", - "EngineBuild": 6224, + "EngineBuild": 6225, "Data": { "MaxAssetsPerPackage": 4096, "MaxPackageSizeMB": 1024, @@ -21,7 +21,7 @@ "Targets": [ { "Name": "Win64", - "Output": "Output\\Windows", + "Output": "Output\\WindowsDevelopment", "Platform": 2, "Mode": 1, "CustomDefines": null, diff --git a/Content/Settings/EngineSettings/TimeSettings.json b/Content/Settings/EngineSettings/TimeSettings.json index 910b4e2..54914a3 100644 --- a/Content/Settings/EngineSettings/TimeSettings.json +++ b/Content/Settings/EngineSettings/TimeSettings.json @@ -1,7 +1,7 @@ { "ID": "a55dc3c04da4ea3744b7f1994565beac", "TypeName": "FlaxEditor.Content.Settings.TimeSettings", - "EngineBuild": 6223, + "EngineBuild": 6224, "Data": { "UpdateFPS": 0.0, "PhysicsFPS": 60.0, diff --git a/GoakeFlax.flaxproj b/GoakeFlax.flaxproj index ba8ecd7..182c4b6 100644 --- a/GoakeFlax.flaxproj +++ b/GoakeFlax.flaxproj @@ -10,18 +10,19 @@ "Name": "$(EnginePath)/Flax.flaxproj" } ], - "DefaultScene": "0c0af24c4fafa9c72af2c08723321976", + "DefaultScene": "194e05f445ece24ec5448d886e1334df", "DefaultSceneSpawn": { "Position": { - "X": -156.703262, - "Y": 72.0358047, - "Z": 60.55879 + "X": -902.0629, + "Y": 230.86, + "Z": 402.125732 }, "Direction": { - "X": -0.138984218, - "Y": -0.0383501835, - "Z": 0.9895517 + "X": 0.925840437, + "Y": -0.16703406, + "Z": 0.338997364 } }, - "MinEngineVersion": "0.0.6194" + "MinEngineVersion": "0.0.6194", + "EngineNickname": null } \ No newline at end of file diff --git a/Source/Game/Cabrito/Console/Console.cs b/Source/Game/Cabrito/Console/Console.cs index 82a1ec9..b7f5ac4 100644 --- a/Source/Game/Cabrito/Console/Console.cs +++ b/Source/Game/Cabrito/Console/Console.cs @@ -295,10 +295,7 @@ namespace Cabrito } if (Debugger.IsAttached) - { Debugger.Break(); - text = text; - } else throw new Exception(text); } diff --git a/Source/Game/CameraMovement.cs b/Source/Game/CameraMovement.cs index aa86627..df84295 100644 --- a/Source/Game/CameraMovement.cs +++ b/Source/Game/CameraMovement.cs @@ -14,9 +14,6 @@ namespace Game private float viewYaw; private float viewRoll; - private float xAxis; - private float yAxis; - private InputEvent onExit = new InputEvent("Exit"); public override void OnAwake() diff --git a/Source/Game/Q3MapImporter.cs b/Source/Game/Q3MapImporter.cs index d774843..99109aa 100644 --- a/Source/Game/Q3MapImporter.cs +++ b/Source/Game/Q3MapImporter.cs @@ -113,15 +113,11 @@ namespace Game if (Mathf.Abs(intersection.X) > maxDist * 1f || Mathf.Abs(intersection.Y) > maxDist * 1f || Mathf.Abs(intersection.Z) > maxDist * 1f) { - denom = denom; continue; } if (Math.Abs(denom) < 0.0000000001) - { - denom = denom; continue; - } //if (intersection.Length > maxDist*2f) // continue; diff --git a/Source/Game/QuickHull.cs b/Source/Game/QuickHull.cs index 2af13d2..593ccac 100644 --- a/Source/Game/QuickHull.cs +++ b/Source/Game/QuickHull.cs @@ -1,4 +1,6 @@ -using System; +#if false + +using System; using System.Collections.Generic; using System.Linq; using System.Runtime.CompilerServices; @@ -1309,4 +1311,6 @@ namespace Game } while (currentEdge != startingEdge); } } -} \ No newline at end of file +} + +#endif \ No newline at end of file diff --git a/Source/Game/QuickHull2.cs b/Source/Game/QuickHull2.cs index 78b233e..417ca0e 100644 --- a/Source/Game/QuickHull2.cs +++ b/Source/Game/QuickHull2.cs @@ -167,7 +167,7 @@ namespace Game /// candidate that can do all of those things. /// /// I'm wondering if using a Dictionary is best idea, though. It might - /// be better to just have them in a List and mark a face as + /// be better to just have them in a ]]> and mark a face as /// deleted by adding a field to the Face struct. The downside is that /// we would need an extra field in the Face struct, and when we're /// looping through the points in openSet, we would have to loop @@ -176,7 +176,7 @@ namespace Game /// list is fairly fast, and it might be worth it to avoid Dictionary /// overhead. /// - /// TODO test converting to a List instead. + /// TODO test converting to a ]]> instead. /// Dictionary faces; @@ -184,9 +184,9 @@ namespace Game /// The set of points to be processed. "openSet" is a misleading name, /// because it's both the open set (points which are still outside the /// convex hull) and the closed set (points that are inside the convex - /// hull). The first part of the array (with indexes <= openSetTail) - /// is the openSet, the last part of the array (with indexes > - /// openSetTail) are the closed set, with Face set to INSIDE. The + /// hull). The first part of the array (with ) + /// is the openSet, the last part of the array (with + /// openSetTail]]>) are the closed set, with Face set to INSIDE. The /// closed set is largely irrelevant to the algorithm, the open set is /// what matters. /// @@ -199,7 +199,7 @@ namespace Game /// /// The alternative here is to give each face in Face array it's own /// openSet. I don't like that solution, because then you have to - /// juggle so many more heap-allocated List's, we'd have to use + /// juggle so many more heap-allocated 's]]>, we'd have to use /// object pools and such. It would do a lot more allocation, and it /// would have worse locality. I should maybe test that solution, but /// it probably wont be faster enough (if at all) to justify the extra @@ -779,7 +779,7 @@ namespace Game /// openSet, we could just loop through the openSets in the removed /// faces. That would make the loop here shorter. /// - /// However, to do that, we would have to juggle A LOT more List's, + /// However, to do that, we would have to juggle A LOT more 's]]>, /// and we would need an object pool to manage them all without /// generating a whole bunch of garbage. I don't think it's worth /// doing that to make this loop shorter, a straight for-loop through