Commit graph

6 commits

Author SHA1 Message Date
Areloch 649aed23ac Fixes server prefs to be force-loaded from defaults first before loading local prefs to avoid bad config files breaking everything.
Also added error message in the even of unexpected failure to connect to local servers that normal errors don't catch(and returns to the main menu in this case)
2018-01-28 15:19:36 -06:00
Areloch c74a7b1bc2 Fixes the inspector/component editor to display the components attached to an entity correctly in the inspector. 2017-12-03 01:21:30 -06:00
Areloch ea595143e8 Re-adds some bits from the old templates that were missed when doing the BaseGame template. 2017-03-26 17:53:01 -05:00
Areloch e94287f1a2 Adds some basic, common materials to the editor so some starting point is always on-hand, as well as hook the BlankRoom starting editor level up to use them.
Added a check so if no levels are found from other modules, the default ui module will prompt the user to launch the editor to the base editor level and begin editing or return to main menu if tools are present, or inform them to double-check that there are modules with gameplay/levels and return them to the main menu in no tools available.

Also set it up so if the editor is launched while a mission isn't running, it'll automatically load to the base editor level and set up a default camera object. This way editing can be done even if no level is currently loaded.
2017-02-27 22:46:17 -06:00
Areloch 6f09e8e3e7 Move the common shader and postFX stuff to core, and moved the debug visualizers to the world editor, where they're actually used. 2017-02-27 15:29:35 -06:00
Areloch d680dc9934 Initial implementation of the new Base Game Template and some starting modules.
This makes some tweaks to the engine to support this, specifically, it tweaks the hardcoded shaderpaths to defer to a pref variable, so none of the shader paths are hardcoded.

Also tweaks how post effects read in texture files, removing a bizzare filepath interpretation choice, where if the file path didn't start with "/" it forcefully appended the script's file path. This made it impossible to have images not in the same dir as the script file defining the post effect.

This was changed and the existing template's post effects tweaked for now to just add "./" to those few paths impacted, as well as the perf vars to support the non-hardcoded shader paths in the engine.
2017-02-24 02:40:56 -06:00