initial config loading system, shadows cvar, assetmanager
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@@ -49,6 +49,7 @@ namespace Game
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private Model model;
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private MaterialBase missingMaterial;
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private bool resetLights = false;
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private bool dirtyLights = false;
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private float brightnessMultiplier_ = 0.82f;
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@@ -62,28 +63,28 @@ namespace Game
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public float BrightnessMultiplier
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{
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get => brightnessMultiplier_;
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set { brightnessMultiplier_ = value; dirtyLights = true; }
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set { brightnessMultiplier_ = value; resetLights = true; }
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}
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[Range(0.1f, 40f)]
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public float LightRadiusMultiplier
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{
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get => lightRadiusMultiplier_;
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set { lightRadiusMultiplier_ = value; dirtyLights = true; }
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set { lightRadiusMultiplier_ = value; resetLights = true; }
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}
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[Range(2f, 8f)]
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public float FallOffExponent
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{
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get => fallOffExponent_;
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set { fallOffExponent_ = value; dirtyLights = true; }
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set { fallOffExponent_ = value; resetLights = true; }
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}
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[Range(0.01f, 1f)]
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public float SaturationMultiplier
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{
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get => saturationMultiplier_;
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set { saturationMultiplier_ = value; dirtyLights = true; }
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set { saturationMultiplier_ = value; resetLights = true; }
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}
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@@ -249,6 +250,7 @@ namespace Game
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{
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if (worldSpawnActor != null)
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worldSpawnActor.HideFlags |= HideFlags.DontSave;
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dirtyLights = true;
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}
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catch (Exception e)
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{
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@@ -274,9 +276,24 @@ namespace Game
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LoadMap(false);
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}
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private bool lastSceneLighting = false;
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private bool lastSceneShadows = false;
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public override void OnUpdate()
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{
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if (dirtyLights)
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bool sceneLighting = EngineSubsystem.SceneLighting == "1";
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if (lastSceneLighting != sceneLighting)
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{
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lastSceneLighting = sceneLighting;
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dirtyLights = true;
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}
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bool sceneShadows = EngineSubsystem.SceneShadows == "1";
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if (lastSceneShadows != sceneShadows)
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{
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lastSceneShadows = sceneShadows;
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dirtyLights = true;
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}
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if (resetLights)
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{
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if (worldSpawnActor == null || !worldSpawnActor || root == null)
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return;
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@@ -297,6 +314,18 @@ namespace Game
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// break;
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}
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resetLights = false;
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}
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if (dirtyLights)
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{
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foreach (var light in worldSpawnActor.GetChildren<Light>())
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{
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light.IsActive = sceneLighting;
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if (light is PointLight pointLight)
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pointLight.ShadowsStrength = sceneShadows ? 1.0f : 0.0f;
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}
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dirtyLights = false;
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}
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}
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@@ -314,7 +343,7 @@ namespace Game
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else
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{
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FlaxEngine.Debug.Log("Map already loaded in the scene");
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dirtyLights = false;
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resetLights = false;
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return;
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}
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}
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@@ -322,8 +351,7 @@ namespace Game
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FlaxEngine.Debug.Log("Loading map");
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{
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string workDir = Directory.GetCurrentDirectory();
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string matBasePath = Path.Combine(workDir, "Content", "Materials");
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string matBasePath = Path.Combine(AssetManager.ContentPath, "Materials");
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string assetPath = Path.Combine(matBasePath, "missing.flax");
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missingMaterial = Content.Load<MaterialBase>(assetPath);
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}
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@@ -395,8 +423,7 @@ namespace Game
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if (!materials.TryGetValue(textureName, out MaterialBase brushMaterial))
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{
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string workDir = Directory.GetCurrentDirectory();
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string matBasePath = Path.Combine(workDir, "Content", "Materials");
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string matBasePath = Path.Combine(AssetManager.ContentPath, "Materials");
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string assetPath = Path.Combine(matBasePath, textureName + ".flax");
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brushMaterial = Content.Load<MaterialBase>(assetPath);
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if (brushMaterial != null)
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@@ -768,8 +795,7 @@ namespace Game
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childModel.Model = model;
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//childModel.SetMaterial(0, missingMaterial);
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string workDir = Directory.GetCurrentDirectory();
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string matBasePath = Path.Combine(workDir, "Content", "Materials");
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string matBasePath = Path.Combine(AssetManager.ContentPath, "Materials");
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string assetPath = Path.Combine(matBasePath, "dev/dev_128_gray" + ".flax");
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var brushMaterial = Content.Load<MaterialBase>(assetPath);
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if (brushMaterial != null)
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