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Scene grid now renders behind the handles

BearishSun 10 년 전
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e78cf10282
3개의 변경된 파일5개의 추가작업 그리고 3개의 파일을 삭제
  1. 1 1
      BansheeCore/Include/BsCoreRenderer.h
  2. 2 2
      BansheeEditor/Source/BsSceneGrid.cpp
  3. 2 0
      TODO.txt

+ 1 - 1
BansheeCore/Include/BsCoreRenderer.h

@@ -141,6 +141,6 @@ namespace BansheeEngine
 		virtual SPtr<CoreRendererOptions> getOptions() const { return SPtr<CoreRendererOptions>(); }
 		virtual SPtr<CoreRendererOptions> getOptions() const { return SPtr<CoreRendererOptions>(); }
 
 
 	protected:
 	protected:
-		UnorderedMap<const CameraCore*, Map<UINT32, std::function<void()>>> mRenderCallbacks;
+		UnorderedMap<const CameraCore*, Map<INT32, std::function<void()>>> mRenderCallbacks;
 	};
 	};
 }
 }

+ 2 - 2
BansheeEditor/Source/BsSceneGrid.cpp

@@ -132,7 +132,7 @@ namespace BansheeEngine
 	SceneGridCore::~SceneGridCore()
 	SceneGridCore::~SceneGridCore()
 	{
 	{
 		CoreRendererPtr activeRenderer = RendererManager::instance().getActive();
 		CoreRendererPtr activeRenderer = RendererManager::instance().getActive();
-		activeRenderer->_unregisterRenderCallback(mCamera.get(), -10);
+		activeRenderer->_unregisterRenderCallback(mCamera.get(), 5);
 	}
 	}
 
 
 	void SceneGridCore::initialize(const SPtr<CameraCore>& camera, const SPtr<MaterialCore>& material)
 	void SceneGridCore::initialize(const SPtr<CameraCore>& camera, const SPtr<MaterialCore>& material)
@@ -149,7 +149,7 @@ namespace BansheeEngine
 		mGridFadeOutEndParam = mGridMaterial->getParamFloat("gridFadeOutEnd");
 		mGridFadeOutEndParam = mGridMaterial->getParamFloat("gridFadeOutEnd");
 
 
 		CoreRendererPtr activeRenderer = RendererManager::instance().getActive();
 		CoreRendererPtr activeRenderer = RendererManager::instance().getActive();
-		activeRenderer->_registerRenderCallback(camera.get(), -10, std::bind(&SceneGridCore::render, this));			
+		activeRenderer->_registerRenderCallback(camera.get(), 5, std::bind(&SceneGridCore::render, this));			
 	}
 	}
 
 
 	void SceneGridCore::updateData(const SPtr<MeshCore>& mesh, float spacing)
 	void SceneGridCore::updateData(const SPtr<MeshCore>& mesh, float spacing)

+ 2 - 0
TODO.txt

@@ -41,6 +41,8 @@ Optional:
    - Likely use a user-provided callback to trigger when populating the menus (I already added a callback to MenuItem, just need to implement it)
    - Likely use a user-provided callback to trigger when populating the menus (I already added a callback to MenuItem, just need to implement it)
  - Need to list all script components in the Components menu
  - Need to list all script components in the Components menu
  - Cursors should be replaced with better ones, or at least hot-spots fixed
  - Cursors should be replaced with better ones, or at least hot-spots fixed
+ - Drag and dropping a prefab onto the scene (or hierarchy) should work the same as with meshes
+ - Add tooltips to toolbar items and other buttons with icons
 
 
 Seriously optional:
 Seriously optional:
  - Drag to select in scene view
  - Drag to select in scene view