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Just listing off some issues I encounter when converting scripts to C#:
Core_GameObjects module does not exist. https://github.com/GarageGames/Torque3D/blob/development/Templates/BaseGame/game/core/Core.cs#L27
PrefPath logic exists twice https://github.com/GarageGames/Torque3D/blob/development/Templates/BaseGame/game/core/Core.cs#L30-L34 And: https://github.com/GarageGames/Torque3D/blob/development/Templates/BaseGame/game/main.cs.in#L34-L39
OnExit should not be a part of the Core Module, rather main.cs or similar root-level script should destroy the Core Module on exit https://github.com/GarageGames/Torque3D/blob/development/Templates/BaseGame/game/core/Core.cs#L81-L87
I know this one is a bit subjective, but I think it's confusing to have CoreModule's clean-up logic in the root-level "OnExit" function.
Should TerrainBlendShader prefix samplerNames with $?, it seems to be prefixed everywhere else. https://github.com/GarageGames/Torque3D/blob/development/Templates/BaseGame/game/core/rendering/scripts/gfxData/terrainBlock.cs#L32-L33
I'll add to this as I find more
The text was updated successfully, but these errors were encountered:
should note with the new stuff, theres a callonmodule method triggering a cascade of callbacks for a couple of those cases
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There are few copy-pastas in SpectatorGameplay where it references elements from "FPSGameplay" module.
https://github.com/GarageGames/Torque3D/blob/development/Templates/Modules/spectatorGameplay/scripts/gui/playGui.cs#L40
https://github.com/GarageGames/Torque3D/blob/development/Templates/Modules/spectatorGameplay/scripts/server/VolumetricFog.cs#L80
null_color_ramp is missing in spectatorGameplay https://github.com/GarageGames/Torque3D/blob/development/Templates/Modules/spectatorGameplay/levels/Empty_Room.postfxpreset.cs#L1
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Just listing off some issues I encounter when converting scripts to C#:
Core_GameObjects module does not exist.
https://github.com/GarageGames/Torque3D/blob/development/Templates/BaseGame/game/core/Core.cs#L27
PrefPath logic exists twice
https://github.com/GarageGames/Torque3D/blob/development/Templates/BaseGame/game/core/Core.cs#L30-L34
And:
https://github.com/GarageGames/Torque3D/blob/development/Templates/BaseGame/game/main.cs.in#L34-L39
OnExit should not be a part of the Core Module, rather main.cs or similar root-level script should destroy the Core Module on exit
https://github.com/GarageGames/Torque3D/blob/development/Templates/BaseGame/game/core/Core.cs#L81-L87
I know this one is a bit subjective, but I think it's confusing to have CoreModule's clean-up logic in the root-level "OnExit" function.
Should TerrainBlendShader prefix samplerNames with $?, it seems to be prefixed everywhere else.
https://github.com/GarageGames/Torque3D/blob/development/Templates/BaseGame/game/core/rendering/scripts/gfxData/terrainBlock.cs#L32-L33
I'll add to this as I find more
The text was updated successfully, but these errors were encountered: