mrmaxm
mrmaxm
> Yep to override build options etc, otherwise it will just default to some predefined ones. As the Editor has the benefits of having UI, this is better to be...
An additional note is to ensure that the order of component systems and their update execution is deterministic and consistent between runs and through the development while using various number...
> An alternative solution is to extend parameters `addComponent` accepts to allow Component Classes too ie `addComponent(CameraComponent)`. Then introduce a `static system = CameraComponentSystem` in the component which is used...
> Editor project can be tree-shaken as we won't need to include the static list of every component systems in the start up script. Also for engine only it will...
In order to do that for Editor there are few complexities: 1. Identify all component systems that are used across all scenes. 2. Identify all component systems that are used...
The addition/subtraction looks correct, yes. Basically: `a + c% = a + (a * c)` Where `c` is floating representation of a percentage (10% = 0.1; 150% = 1.5; etc)....
Each number field in inspector, have "precision" setting internally, which is used to round up floats to avoid dozen 0's due to float number math issues. And arrow Up/Down tied...
Click on viewport - select an entity and focus its item in the hierarchy. If that entity was already selected, nothing happens, so a slight change in logic can be...
Also, there is a tip to avoid ever growing size of a project, to re-use branches like "rooms" instead of short-lived branches. It would require some getting used to and...
> It looks like alpha test is active even when blending is disabled which seems a little odd. This might need @mvaligursky to comment (he's off this week though -...