voidentity_collision_shape_set(structEntity*entity,structCollision*collision,Collision_Shapeshape);// Only used for collision shapes like plane which can't have a rigidbody attached to collision shape
- Imlpement picking entities of all types in editor
- Save/Load base bounding boxes for entity types other than static mesh
- Determine whether we should enable or disble picking when a tool is active within an editor
? Only show bounding box for hovered entity
? Only show bounding box for hovered entity instead of wireframe mesh
- Fix crash where if an entity is hoverd in editor and deleted, the game crashes because the hovered variable in editor doesn't know that the entity was deleted
? Write entity flags to scene file or when saving entity to file?
? Add scene init/de-init function hashmap that maps a function that should be called when scene is loaded and unloaded. Save this to file for every scene or map functions based on the name of the scene?
@ -139,6 +138,7 @@ Bugs:
- Fix crash if player's mesh is deleted in editor
- Fix camera not rotating if the cursor overlaps any ui element
- Fix hierarchichal transformations in the editor when the entity being transformed is a child entity of another entity
- Fix camera frustum creation/update
Done:
* Input
@ -397,4 +397,6 @@ Done:
* Save transformation information when saving entity archetypes
* Implement bounding box visualization
* Fixed rotation gizmo for scaled meshes
* Implement ray-bounding box picking and determine whether that is enough for our needs or do we need to implement OBB
* Implemented ray-bounding box picking and determine whether that is enough for our needs or do we need to implement OBB
* Implemented base and derived bounding boxes for all entity types
* Imlpemented picking entities of all types in editor