A couple of random questions:
1) As I rummage through the renderer, occasionally I need to do changes to the headless section of the codebase, due to the shared interfaces for example. But that makes me wonder: why does headless have things such as a HeadlessRenderer, HeadlessGraphics and it even deals with visual assets such as meshes and shaders? I thought starting Terasology headless was like starting a command-line only server?
2) It kind of bothers me that the ViewDistance enum sets viewing distances in stone. Would it be perhaps useful to have a "custom" choice, the user choosing the numbers? Also, it'd be good if the user could set the number in chunks but gets informed about the resulting distances in meters/blocks. What do you think?
1) As I rummage through the renderer, occasionally I need to do changes to the headless section of the codebase, due to the shared interfaces for example. But that makes me wonder: why does headless have things such as a HeadlessRenderer, HeadlessGraphics and it even deals with visual assets such as meshes and shaders? I thought starting Terasology headless was like starting a command-line only server?
2) It kind of bothers me that the ViewDistance enum sets viewing distances in stone. Would it be perhaps useful to have a "custom" choice, the user choosing the numbers? Also, it'd be good if the user could set the number in chunks but gets informed about the resulting distances in meters/blocks. What do you think?