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8h 26m 3s logged

Scripted UI, Map Workflow, & a Bunch of Bug Fixes

alot of bug hunting…

changes

scripting & ui

scripts can now actually interact with the UI system.

added bindings for things like:

  • creating UI buttons, text, rects, and images
  • finding UI elements
  • destroying UI elements

these return wrapped objects with basic getters/setters for position, visibility, and button state

map workflow

spent a fair bit of time cleaning up the map editor flow.

  • maps no longer get a fake default path on creation
  • switching to the Map Editor tab now auto-creates a map (empty) if there isn’t one yet
  • mapFilePath now stays project dir relative instead of randomly becoming absolute
  • tile materials are now shared properly instead of silently duplicating state

rendering & lifetime bugs

i’ve been doing alot of testing recently, so i found alot of bugs…
this was probably the biggest pain point.

  • renderer submissions now keep materials and meshes alive for the frame instead of trusting the caller
  • replaced the old Shader::Default() singleton hack with a real fallback shader (internalshaders base)
  • fixed the lightmap quad so it keeps its own VAO and clears correctly when there are no lights
  • fixed a Texture move bug that was double-deleting GL handles sometimes

editor polish

also cleaned up a bunch of editor behavior while I was in there.

  • Ctrl+S now behaves correctly depending on whether editing a scene or a map
  • scene loading now rebinds editor panels properly
  • save/load dialogs now append file extensions automatically
  • added more inline warnings in the inspector and panels (i.e if an entity has no material it will tell you it wont render)

and ive probably forgotten something else …

in summary ive just been testing out some UI/UX changed and hunting down bugs untill I feel it is ready to maybe start prearing some sort of demo :)

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