We read every piece of feedback, and take your input very seriously.
To see all available qualifiers, see our documentation.
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Just listing off some issues I encounter when converting scripts to C#:
Core_GameObjects module does not exist. https://github.com/GarageGames/Torque3D/blob/development/Templates/BaseGame/game/core/Core.cs#L27
PrefPath logic exists twice https://github.com/GarageGames/Torque3D/blob/development/Templates/BaseGame/game/core/Core.cs#L30-L34 And: https://github.com/GarageGames/Torque3D/blob/development/Templates/BaseGame/game/main.cs.in#L34-L39
OnExit should not be a part of the Core Module, rather main.cs or similar root-level script should destroy the Core Module on exit https://github.com/GarageGames/Torque3D/blob/development/Templates/BaseGame/game/core/Core.cs#L81-L87
I know this one is a bit subjective, but I think it's confusing to have CoreModule's clean-up logic in the root-level "OnExit" function.
Should TerrainBlendShader prefix samplerNames with $?, it seems to be prefixed everywhere else. https://github.com/GarageGames/Torque3D/blob/development/Templates/BaseGame/game/core/rendering/scripts/gfxData/terrainBlock.cs#L32-L33
I'll add to this as I find more
The text was updated successfully, but these errors were encountered:
should note with the new stuff, theres a callonmodule method triggering a cascade of callbacks for a couple of those cases
Sorry, something went wrong.
There are few copy-pastas in SpectatorGameplay where it references elements from "FPSGameplay" module.
https://github.com/GarageGames/Torque3D/blob/development/Templates/Modules/spectatorGameplay/scripts/gui/playGui.cs#L40
https://github.com/GarageGames/Torque3D/blob/development/Templates/Modules/spectatorGameplay/scripts/server/VolumetricFog.cs#L80
null_color_ramp is missing in spectatorGameplay https://github.com/GarageGames/Torque3D/blob/development/Templates/Modules/spectatorGameplay/levels/Empty_Room.postfxpreset.cs#L1
No branches or pull requests
Just listing off some issues I encounter when converting scripts to C#:
Core_GameObjects module does not exist.
https://github.com/GarageGames/Torque3D/blob/development/Templates/BaseGame/game/core/Core.cs#L27
PrefPath logic exists twice
https://github.com/GarageGames/Torque3D/blob/development/Templates/BaseGame/game/core/Core.cs#L30-L34
And:
https://github.com/GarageGames/Torque3D/blob/development/Templates/BaseGame/game/main.cs.in#L34-L39
OnExit should not be a part of the Core Module, rather main.cs or similar root-level script should destroy the Core Module on exit
https://github.com/GarageGames/Torque3D/blob/development/Templates/BaseGame/game/core/Core.cs#L81-L87
I know this one is a bit subjective, but I think it's confusing to have CoreModule's clean-up logic in the root-level "OnExit" function.
Should TerrainBlendShader prefix samplerNames with $?, it seems to be prefixed everywhere else.
https://github.com/GarageGames/Torque3D/blob/development/Templates/BaseGame/game/core/rendering/scripts/gfxData/terrainBlock.cs#L32-L33
I'll add to this as I find more
The text was updated successfully, but these errors were encountered: