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An advanced C++ 3D game engine powering an in-production game yet to be announced

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Fixes #540. Result: ![render_colliders_on_top](https://user-images.githubusercontent.com/26199781/168473565-26f9e57c-9778-428c-b8b4-69138e090596.png)

Remove Music Component from Pause Scene Expose `updateTransform()` of Bullet Defer calls of `System::pause()` and `System::unPause()` Expose getter and setter functions of Material Overrides

Effects made on effekseer are not showing the intended graphics in Rootex. One way of fixing this is upgrading Effekseer

Inputs and timings can be easily serialised into a json file by wrapping the current InputHandlers. Further `InputManager` can use this data to replay the event queue. Will be very...

using the Simple_Distortion.efkefc in the ParticleEffectComponent shows some problems with it. After Selecting the ```Moving``` option, when the scene containing the ParticleEffectComponent is moved, the effect shows up at the...

When an *.efkproj file is loaded in the ParticleEffectComponent of a scene, an exception is thrown on Line 370 of Effekseer.Effect.cpp Effects used : https://effekseer.github.io/contributes/Effekseer01.zip

Possible options: - use seperate entity to maintain state like a singleton in Godot and attach directly to root - dump into json diffs and use ID for C++ objects...

If rootex is built fresh, and submodules are not intialised, then on creating a new scene, an error is thrown since game/assets folder is not present. Continuous warnings are thrown...

bug
good first issue