mrmaxm

Results 342 comments of mrmaxm

Also grouping - allowing to create a group of scripts, would be very useful. We often have such scripts: polyfills, libs, globals, scriptTypes. So being able to move scripts around...

Please read: https://github.com/playcanvas/engine/issues/7589#issuecomment-2839650709

In WebGL 2.0 it is possible to define shading `smooth` or `flat` for `in`/`out`. It means it will be possible by altering shader to enable flat shading for just normals....

These new scripts seem to not have `name` on them, will they still work when using scene loaders and referenced scripts by names (not class references)? Please don't force people...

> Or do you see some complications with this? I don't think Editor has complete feature parity and similar level of UX yet to force such a switch. Previously any...

Should the engine do same limitation? It kinda works, if you specify sheen, end then tick back and forth the useMetalness, then it applies it in Editor. Would be great...

Perhaps a third option a more simple way of getting actual dependencies, something like: ```js const related = asset.getRelated(); ``` That way you can provide a full list to AssetListLoader....

`AssetRegistry.loadWithDependencies` - might be way too simplified, as there are cases when we would want to load only a diff, and unload what is not required anymore. This is common...

This is definitely great! Sometimes the change is intentional, so it would be great to ensure that visual tests don't fail, but provide an insight - to what have changed,...

Often multiple properties are watched, and sometimes all of them: ```js this.on('attr', (prop, value) => { // }); ``` So if the goal is to provide API similarity, then try...