Editor QoL, Graphics Configs & Prefabs
new devlog… mostly been focusing on editor ui and qol changes this time around.
kinda tired of hardcoded settings for the graphics settings, so i finally built a proper interface for it,
plus some prefab management stuff in the editor
changes
graphics settings
i built a dedicated graphics configurator window in the window, for the current project (GraphicsConfigEditor).
- it hooks directly into the
UndoManagerusing the command pattern (GraphicsConfigUpdateCommand) - serializes everything out to
graphics.json. - added
QuerySupportedSampleCountswhich asks the active GL context (before it gets handed to the render thread)
what MSAA sample counts it supports. - the editor now dynamically generates the dropdown and snaps to a valid sample count (i.e 1, 2, 4, 8, 16).
prefab management
the editor now supports prefab management that i implemented earlier
.. instead of directly writing it in the scene json file
- you can spawn entities directly into the scene from prefab json files
- you can revert a prefab, which wipes any local overrides and resets the entity back to whatever is saved in the file
- you can break a prefab, severing the link to the json file and turning it into a normal, standalone entity in the registry
ui & editor cleanup
spent some time making the editor less annoying.. in general
-
the editor layout stops resetting itself ,
it now checks ifimgui.iniexists on startup, and if it does, it skips rebuilding the default dockspace -
ripped the hardcoded hub drawing code out of the
EditorLayerand made it its own state for the editor state machine -
refactored the config windows (
ProjectConfigEditor,SceneConfigEditor, and the newGraphicsConfigEditor) to inherit from a baseConfigEditorclass so its cleaner and easier to maintain.. -
fixed the script widget since the ui was kinda messy
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