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@@ -4,26 +4,12 @@ TODO:
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Weekend:
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Weekend:
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- Set up grid material and hook it up to renderer (+ actually instantiate it in EditorApplication)
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- Set up grid material and hook it up to renderer (+ actually instantiate it in EditorApplication)
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- - Figure out how to load scene grid material in EditorResources
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- - Figure out in general how to deal with built-in resources
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- - e.g. meshes, textures and shaders. I need to import them then at runtime I should just load the engine version directly
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- - When in debug mode probably always reimport as a form of unit testing
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- - Have two separate folders Resources/EditorRaw and Resources/Editor (similar for Engine)
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- - Store a BuiltinResources asset which contains last import dates of the files
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- - When EditorResources get started up check that file and check if EditorRaw version of the resource exists
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- - If it does and is newer when import it and save it to Editor folder
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- - Rename BuiltinResources to EngineResources?
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- - Merge GUI resources in Editor/EngineResources?
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- - Editor/EngineGUI can then just reference them when creating GUI styles
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- - Fix up all GUI builtin resources to use this approach
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- - Rename EditorGUI to EditorBuildiNResources
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+
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+ - Fix up shader so I can reference two different gpu vars with a single shader var (e.g. DX11 sampler variables will have different names than DX9 or GL sampler variables)
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- You can create a resource handle to invalid resource type. Add a security feature to prevent that, at least in debug mode?
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- You can create a resource handle to invalid resource type. Add a security feature to prevent that, at least in debug mode?
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- When unloading unused resources I should do it recursively so it unloads any new ones that might have been released during the first unload
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- When unloading unused resources I should do it recursively so it unloads any new ones that might have been released during the first unload
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- Ensure that resource handles only have a single mData (and fix Resources::unloadAllUnused)
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- Ensure that resource handles only have a single mData (and fix Resources::unloadAllUnused)
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- - Add Scene grid shaders
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- - Move dock overlay from engine to editor builtin resources
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- - Grid
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- Think about picking implementation and possibly Handles implementation
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- Think about picking implementation and possibly Handles implementation
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TODO - Think about:
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TODO - Think about:
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