| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566 |
- /******************************************************************************/
- extern const Str ClientServerString ;
- extern const cchar8 *WorldVerSuffix ,
- *ProjectsBuildPath , // !! this will get deleted in 'CleanAll' !!
- *ProjectsPublishPath, // !! this will get deleted in 'CleanAll' !!
- *ProjectsCodePath , // !! this will NOT get deleted in 'CleanAll' !!
- *EsenthelProjectExt ,
- *CodeExt , // cpp was selected, because unlike other ideas: "code", "txt" only "cpp" gets correct coloring when opened in Visual Studio
- *CodeSyncExt ;
- extern const Str NullName ,
- UnknownName ,
- MultipleName ,
- EsenthelStoreURL;
- extern const flt StateFadeTime,
- SkelSlotSize,
- HeightmapTexScale,
- WaypointRadius,
- FlushWaypointsDelay,
- FlushWaterDelay,
- BuyFullVersionTime, // 10 min
- AutoSaveTime, // 5 min
- MaxGameViewRange ,
- MaxGameViewRangeDemo,
- PropElmNameWidth, // value width of property having element name
- SendAreasDelay,
- VtxDupPosEps,
- DefaultFOV,
- PreviewFOV;
- extern const bool MiscOnTop,
- CodeMenuOnTop,
- ModeTabsAlwaysVisible,
- RequireAllCodeMatchForSync,
- TolerantSecondaryServer, // will ignore DeviceID when getting confirmation from secondary authentication server
- SupportBC7 , // if support BC7 compression
- WebBC7 , // if support BC7 compression for Web TODO: enable this once browsers start supporting BC7
- AndroidETC2 , // if use ETC2 instead of ETC1 for Android TODO: enable this once OpenGL ES 3.0 is supported on majority of Android devices - https://developer.android.com/about/dashboards/index.html
- ForceHQMtrlBase0 , // if always use high quality compression for Material Base0 Texture (RGBA/RGB Bump)
- ForceHQMtrlBase1 , // if always use high quality compression for Material Base1 Texture (NxNySpecAlpha), set to true because normals need this (without this, they get very blocky due to low quality)
- ForceHQMtrlDetail , // if always use high quality compression for Material Detail Texture (NxNyColBump ), set to true because normals need this (without this, they get very blocky due to low quality)
- RemoveMtrlDetailBump, // if always delete Bump channel from Material Detail Texture (bump channel is not actually used in shaders, so removing it from the texture will give following benefits: ForceHQMtrlDetail ? will give better quality for Nrm and Col : will allow BC1 texture and 2x smaller size)
- ImportRemovedElms,
- RenameAnimBonesOnSkelChange;
- extern const COMPRESS_TYPE ServerNetworkCompression , ClientNetworkCompression , EsenthelProjectCompression ;
- extern const cchar8 * AppName,
- *ServerAppName,
- *InstallerName;
- extern const cchar8 *ObjAccessNames[]
- ;
- extern int ObjAccessNamesElms;
- extern const cchar8 *ElmNameMesh,
- *ElmNameSkel,
- *ElmNamePhys;
- extern const ImagePtr ImageNull;
- extern const MaterialPtr MaterialNull;
- extern bool IsServer;
- extern ReadWriteSync WorldAreaSync;
- /******************************************************************************/
- Str SDKPath();
- Str BinPath();
- bool LoadOK(LOAD_RESULT result);
- bool CanRead (USER_ACCESS access);
- bool CanWrite (USER_ACCESS access);
- bool CanWriteCode(USER_ACCESS access);
- TimeStamp Min(C TimeStamp &a, C TimeStamp &b);
- TimeStamp Max(C TimeStamp &a, C TimeStamp &b);
- /******************************************************************************/
|