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  1. Immortius

    Tweaking NUI

    Added support for TextureAtlases. These take a texture and define a number of Subtextures. These subtextures can then be used in NUI as if they were textures. TextureAtlases use a json format, and can contain grids of subtextures, or freeform textures (or both). { "texture" ...
  2. Immortius

    Terasology Code Style Conventions

    The rule doesn't apply to constructors, at least in my environment?
  3. Immortius

    Tweaking NUI

    Added the code end of skinning support. A skin works much like a CSS, in that you define properties at a global level, and those values are inherited by more specific levels unless overridden. The more specific levels are: StyleFamily - this works like classes in CSS, it allows for UI...
  4. Immortius

    Maintenance Seasons

    I don't think the dayChanged events are needed? Terasology already has OnDawnEvent, OnDuskEvent, OnMiddayEvent and OnMidnightEvent. Also, rather than checking for season change every frame, the season system could hook into one of those four events.
  5. Immortius

    Tweaking Pathfinding

    There shouldn't be any issue with adding and removing components in general - it might make the entity eligable for replication (which might need to be worked on in the multiplayer implementation as some components won't need to be replicated). At any rate it is something the engine should able...
  6. Immortius

    Tweaking Pathfinding

    IMO, there's no particular reason why paths should even exist for the client - they're only used by the AI, and the "brain" of the AI should only exist on the server.
  7. Immortius

    Tweaking NUI

    Starting to look at "drawing" interaction regions in the canvas. This is the more novel end of the canvas system, in that I haven't encountered it being done before. Unity has a vaguely similar system where you draw a gui element providing previous state and receiving new state, but it works...
  8. Immortius

    Creative mode/Flying?

    Depending what version you are playing: On the non-multiplayer versions, double jumping allows flying On the multiplayer version, the "ghost" console command allows flying
  9. Immortius

    Tweaking NUI

    Newly implemented: Drawing "Bordered" textures. This allows you to have a small texture, say 32x32, and produce a larger area without stretching it. This allows for window borders, buttons, and other elements that can be different sizes from a single source texture. Drawing arbitrary materials...
  10. Immortius

    Hi everybody

    The API is looking good. And having it abstract is a smart approach. Could also it concrete and taking a RandomSource object that implements nextInt(), but I'm not that fussed. (How are those unit tests coming along by the way? :P) One small issue/concern: with return (long) nextInt() << 32...
  11. Immortius

    Modularize flower generation

    I think not having a mandatory compilation step (except for code) for mod developers puts us in a nice place. We're also pretty close to being able to dynamically reload many assets at runtime, so asset developers wouldn't even have to restart the game - just drop a new texture/mesh over the old...
  12. Immortius

    Hi everybody

    Sorry, I thought Random was an interface not a class. I guess it is from the pre-sane-Java era. The biasing can be fixed by basing all the range restricted methods off of nextDouble(), which returns between 0 and 1 (assuming there is no bias there). So nextInt(int range) would be {...
  13. Immortius

    Hi everybody

    I am unsatisfied with this, sorry. :) It still isn't consistent with other existing Random number generators, such as Java's Random or .Net's Random. Additionally I think unsigned and signed are still potentially confusing - they all return signed values just some are restricted to positives...
  14. Immortius

    Archived Module Improvement Arc

    No. In general it should be considered whether prefebs can be used in the first instance. My thinking is that the AssetData classes would be annotated and that would replace AssetType. Some of the information currently provided by AssetType would instead be moved to being part of registering...
  15. Immortius

    Hi everybody

    Please be careful not to over-optimise. If something isn't performance critical it is better off being maintainable than slightly faster. Is the random string generator used much? I think it is only used to generate a world seed. The key to unit tests is you are testing behavior, not...
  16. Immortius

    Modularize flower generation

    I guess if you wanted to be organized, you could use the R channel as the greyscale mask for vibrant flower color, the G channel as the greyscale mask for stem/leaves and the B channel as a greyscale mask for a pastel flower color. Leaves the A channel for alpha masking. Decent image editors let...
  17. Immortius

    Future GUI - Reloaded

    Yes, those changes will be fine for now, along with updating your branch be based off latest multiplayer. I'll do some thinking about this. I think there are two use cases though - elements that do things within the UIWindow (such move list items up and down or show/hide elements) and...
  18. Immortius

    Future GUI - Reloaded

    I guess the only thing we disagree on is the scale of the improvement, which is fine. My solution doesn't require an extra file. Something already has to be invoking the UI, they're not magically coming into existence. My main point is the controller being created by the UI is not in a...
  19. Immortius

    Hi everybody

    Looks good to me. Would still like some unit tests, but isn't crucial.
  20. Immortius

    Tweaking NUI

    Making progress on the texture drawing: canvas.drawTexture(Assets.getTexture("engine:testWindowBorder"), Rect2i.createFromMinAndSize(0, 0, 128, 128), ScaleMode.STRETCH); canvas.drawTexture(Assets.getTexture("engine:loadingBackground"), Rect2i.createFromMinAndSize(12, 12...
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