build updates (#655)

This commit is contained in:
Turánszki János
2023-03-28 19:30:29 +02:00
committed by GitHub
parent 565231e0b0
commit 21d5f37fee
86 changed files with 57 additions and 171 deletions
-1
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@@ -1,6 +1,5 @@
#include "stdafx.h"
#include "AnimationWindow.h"
#include "Editor.h"
using namespace wi::ecs;
using namespace wi::scene;
-2
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@@ -1,6 +1,4 @@
#pragma once
#include "WickedEngine.h"
class EditorComponent;
class AnimationWindow : public wi::gui::Window
-1
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@@ -1,6 +1,5 @@
#include "stdafx.h"
#include "ArmatureWindow.h"
#include "Editor.h"
using namespace wi::ecs;
using namespace wi::scene;
-2
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@@ -1,6 +1,4 @@
#pragma once
#include "WickedEngine.h"
class EditorComponent;
class ArmatureWindow : public wi::gui::Window
-1
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@@ -1,6 +1,5 @@
#include "stdafx.h"
#include "CameraComponentWindow.h"
#include "Editor.h"
using namespace wi::ecs;
using namespace wi::scene;
-2
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@@ -1,6 +1,4 @@
#pragma once
#include "WickedEngine.h"
class EditorComponent;
class CameraComponentWindow : public wi::gui::Window
-1
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@@ -1,6 +1,5 @@
#include "stdafx.h"
#include "CameraWindow.h"
#include "Editor.h"
using namespace wi::ecs;
using namespace wi::scene;
-2
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@@ -1,6 +1,4 @@
#pragma once
#include "WickedEngine.h"
class EditorComponent;
class CameraWindow : public wi::gui::Window
-1
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@@ -1,6 +1,5 @@
#include "stdafx.h"
#include "ColliderWindow.h"
#include "Editor.h"
using namespace wi::ecs;
using namespace wi::scene;
-2
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@@ -1,6 +1,4 @@
#pragma once
#include "WickedEngine.h"
class EditorComponent;
class ColliderWindow : public wi::gui::Window
-1
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@@ -1,6 +1,5 @@
#include "stdafx.h"
#include "ComponentsWindow.h"
#include "Editor.h"
using namespace wi::graphics;
using namespace wi::ecs;
-1
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@@ -1,5 +1,4 @@
#pragma once
#include "WickedEngine.h"
#include "MaterialWindow.h"
#include "WeatherWindow.h"
#include "ObjectWindow.h"
-1
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@@ -1,6 +1,5 @@
#include "stdafx.h"
#include "DecalWindow.h"
#include "Editor.h"
using namespace wi::ecs;
using namespace wi::scene;
-2
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@@ -1,6 +1,4 @@
#pragma once
#include "WickedEngine.h"
class EditorComponent;
class DecalWindow : public wi::gui::Window
-6
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@@ -1,5 +1,4 @@
#include "stdafx.h"
#include "Editor.h"
#include "wiRenderer.h"
#include "wiScene_BindLua.h"
@@ -9,11 +8,6 @@
#include "FontAwesomeV6.h" // font TTF data
#include "yumin.h" // yumin.ttf font
#include <string>
#include <cassert>
#include <cmath>
#include <limits>
using namespace wi::graphics;
using namespace wi::primitive;
using namespace wi::scene;
-2
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@@ -1,11 +1,9 @@
#pragma once
#include "WickedEngine.h"
#include "Translator.h"
#include "wiScene_BindLua.h"
#include "OptionsWindow.h"
#include "ComponentsWindow.h"
#include "ProfilerWindow.h"
#include "IconDefinitions.h"
class EditorLoadingScreen : public wi::LoadingScreen
+15
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@@ -182,6 +182,7 @@
<ClInclude Include="$(MSBuildThisFileDirectory)Translator.h" />
<ClInclude Include="$(MSBuildThisFileDirectory)WeatherWindow.h" />
<ClInclude Include="$(MSBuildThisFileDirectory)xatlas.h" />
<ClInclude Include="$(MSBuildThisFileDirectory)yumin.h" />
</ItemGroup>
<ItemGroup>
<None Include="$(MSBuildThisFileDirectory)config.ini">
@@ -250,6 +251,20 @@
</Image>
</ItemGroup>
<ItemGroup>
<Text Include="$(MSBuildThisFileDirectory)languages\readme.txt">
<DeploymentContent Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</DeploymentContent>
<DeploymentContent Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</DeploymentContent>
</Text>
<Text Include="$(MSBuildThisFileDirectory)terrain\licenses.txt" />
</ItemGroup>
<ItemGroup>
<Xml Include="$(MSBuildThisFileDirectory)languages\Magyar.xml">
<DeploymentContent Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</DeploymentContent>
<DeploymentContent Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</DeploymentContent>
</Xml>
<Xml Include="$(MSBuildThisFileDirectory)languages\日本語.xml">
<DeploymentContent Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</DeploymentContent>
<DeploymentContent Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</DeploymentContent>
</Xml>
</ItemGroup>
</Project>
+15
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@@ -138,6 +138,7 @@
<ClInclude Include="$(MSBuildThisFileDirectory)HumanoidWindow.h" />
<ClInclude Include="$(MSBuildThisFileDirectory)GeneralWindow.h" />
<ClInclude Include="$(MSBuildThisFileDirectory)ProfilerWindow.h" />
<ClInclude Include="$(MSBuildThisFileDirectory)yumin.h" />
</ItemGroup>
<ItemGroup>
<None Include="$(MSBuildThisFileDirectory)startup.lua" />
@@ -159,6 +160,9 @@
<Filter Include="terrain">
<UniqueIdentifier>{9a5b997d-f07e-45c5-849a-717f15cba0ab}</UniqueIdentifier>
</Filter>
<Filter Include="languages">
<UniqueIdentifier>{beae58b9-9c06-4b1f-9e03-a27712d6a579}</UniqueIdentifier>
</Filter>
</ItemGroup>
<ItemGroup>
<Image Include="$(MSBuildThisFileDirectory)terrain\base.jpg">
@@ -193,5 +197,16 @@
<Text Include="$(MSBuildThisFileDirectory)terrain\licenses.txt">
<Filter>terrain</Filter>
</Text>
<Text Include="$(MSBuildThisFileDirectory)languages\readme.txt">
<Filter>languages</Filter>
</Text>
</ItemGroup>
<ItemGroup>
<Xml Include="$(MSBuildThisFileDirectory)languages\Magyar.xml">
<Filter>languages</Filter>
</Xml>
<Xml Include="$(MSBuildThisFileDirectory)languages\日本語.xml">
<Filter>languages</Filter>
</Xml>
</ItemGroup>
</Project>
-3
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@@ -1,8 +1,5 @@
#include "stdafx.h"
#include "EmitterWindow.h"
#include "Editor.h"
#include <string>
using namespace wi::ecs;
using namespace wi::scene;
-2
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@@ -1,6 +1,4 @@
#pragma once
#include "WickedEngine.h"
class EditorComponent;
class MaterialWindow;
-1
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@@ -1,6 +1,5 @@
#include "stdafx.h"
#include "EnvProbeWindow.h"
#include "Editor.h"
using namespace wi::ecs;
using namespace wi::scene;
-2
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@@ -1,6 +1,4 @@
#pragma once
#include "WickedEngine.h"
class EditorComponent;
class EnvProbeWindow : public wi::gui::Window
-1
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@@ -1,6 +1,5 @@
#include "stdafx.h"
#include "ExpressionWindow.h"
#include "Editor.h"
using namespace wi::ecs;
using namespace wi::scene;
-2
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@@ -1,6 +1,4 @@
#pragma once
#include "WickedEngine.h"
class EditorComponent;
class ExpressionWindow : public wi::gui::Window
-2
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@@ -1,11 +1,9 @@
#include "stdafx.h"
#include "ForceFieldWindow.h"
#include "Editor.h"
using namespace wi::ecs;
using namespace wi::scene;
void ForceFieldWindow::Create(EditorComponent* _editor)
{
editor = _editor;
-2
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@@ -1,6 +1,4 @@
#pragma once
#include "WickedEngine.h"
class EditorComponent;
class ForceFieldWindow : public wi::gui::Window
-3
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@@ -1,8 +1,5 @@
#include "stdafx.h"
#include "GeneralWindow.h"
#include "Editor.h"
#include <filesystem>
using namespace wi::graphics;
using namespace wi::ecs;
-2
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@@ -1,6 +1,4 @@
#pragma once
#include "WickedEngine.h"
class EditorComponent;
class GeneralWindow : public wi::gui::Window
-1
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@@ -1,6 +1,5 @@
#include "stdafx.h"
#include "GraphicsWindow.h"
#include "Editor.h"
#include "shaders/ShaderInterop_DDGI.h"
using namespace wi::graphics;
-2
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@@ -1,6 +1,4 @@
#pragma once
#include "WickedEngine.h"
class EditorComponent;
class GraphicsWindow : public wi::gui::Window
-1
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@@ -1,6 +1,5 @@
#include "stdafx.h"
#include "HairParticleWindow.h"
#include "Editor.h"
using namespace wi::ecs;
using namespace wi::scene;
-2
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@@ -1,6 +1,4 @@
#pragma once
#include "WickedEngine.h"
class EditorComponent;
class MaterialWindow;
-2
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@@ -1,11 +1,9 @@
#include "stdafx.h"
#include "HierarchyWindow.h"
#include "Editor.h"
using namespace wi::ecs;
using namespace wi::scene;
void HierarchyWindow::Create(EditorComponent* _editor)
{
editor = _editor;
-2
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@@ -1,6 +1,4 @@
#pragma once
#include "WickedEngine.h"
class EditorComponent;
class HierarchyWindow : public wi::gui::Window
-1
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@@ -1,6 +1,5 @@
#include "stdafx.h"
#include "HumanoidWindow.h"
#include "Editor.h"
using namespace wi::ecs;
using namespace wi::scene;
-2
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@@ -1,6 +1,4 @@
#pragma once
#include "WickedEngine.h"
class EditorComponent;
class HumanoidWindow : public wi::gui::Window
-2
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@@ -1,11 +1,9 @@
#include "stdafx.h"
#include "IKWindow.h"
#include "Editor.h"
using namespace wi::ecs;
using namespace wi::scene;
void IKWindow::Create(EditorComponent* _editor)
{
editor = _editor;
-2
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@@ -1,6 +1,4 @@
#pragma once
#include "WickedEngine.h"
class EditorComponent;
class IKWindow : public wi::gui::Window
-2
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@@ -1,11 +1,9 @@
#include "stdafx.h"
#include "LayerWindow.h"
#include "Editor.h"
using namespace wi::ecs;
using namespace wi::scene;
void LayerWindow::Create(EditorComponent* _editor)
{
editor = _editor;
-2
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@@ -1,6 +1,4 @@
#pragma once
#include "WickedEngine.h"
class EditorComponent;
class LayerWindow : public wi::gui::Window
-4
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@@ -1,14 +1,10 @@
#include "stdafx.h"
#include "LightWindow.h"
#include "Editor.h"
#include <string>
using namespace wi::ecs;
using namespace wi::graphics;
using namespace wi::scene;
void LightWindow::Create(EditorComponent* _editor)
{
editor = _editor;
-2
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@@ -1,6 +1,4 @@
#pragma once
#include "WickedEngine.h"
class EditorComponent;
class LightWindow : public wi::gui::Window
-2
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@@ -1,6 +1,5 @@
#include "stdafx.h"
#include "MaterialWindow.h"
#include "Editor.h"
using namespace wi::graphics;
using namespace wi::ecs;
@@ -18,7 +17,6 @@ void MaterialPickerWindow::Create(EditorComponent* _editor)
SetCollapsed(true);
}
void MaterialPickerWindow::RecreateButtons()
{
if (editor == nullptr)
-2
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@@ -1,6 +1,4 @@
#pragma once
#include "WickedEngine.h"
class EditorComponent;
class MaterialPickerWindow : public wi::gui::Window
-1
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@@ -1,6 +1,5 @@
#include "stdafx.h"
#include "MaterialWindow.h"
#include "Editor.h"
using namespace wi::graphics;
using namespace wi::ecs;
-2
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@@ -1,6 +1,4 @@
#pragma once
#include "WickedEngine.h"
class EditorComponent;
class MaterialWindow : public wi::gui::Window
-3
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@@ -1,13 +1,10 @@
#include "stdafx.h"
#include "MeshWindow.h"
#include "Editor.h"
#include "Utility/stb_image.h"
#include "meshoptimizer/meshoptimizer.h"
#include <string>
using namespace wi::ecs;
using namespace wi::scene;
-2
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@@ -1,6 +1,4 @@
#pragma once
#include "WickedEngine.h"
class EditorComponent;
class MeshWindow : public wi::gui::Window
-6
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@@ -1,10 +1,4 @@
#pragma once
#include <string>
namespace wi::scene
{
struct Scene;
}
void ImportModel_OBJ(const std::string& fileName, wi::scene::Scene& scene);
void ImportModel_GLTF(const std::string& fileName, wi::scene::Scene& scene);
-5
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@@ -5,11 +5,6 @@
#include "Utility/stb_image.h"
#include <mutex>
#include <string>
#include <limits>
#include <fstream>
#define TINYGLTF_IMPLEMENTATION
#define TINYGLTF_NO_FS
#define TINYGLTF_NO_STB_IMAGE
-4
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@@ -5,10 +5,6 @@
#define TINYOBJLOADER_IMPLEMENTATION
#include "tiny_obj_loader.h"
#include <string>
#include <istream>
#include <streambuf>
using namespace wi::graphics;
using namespace wi::scene;
using namespace wi::ecs;
-2
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@@ -1,11 +1,9 @@
#include "stdafx.h"
#include "NameWindow.h"
#include "Editor.h"
using namespace wi::ecs;
using namespace wi::scene;
void NameWindow::Create(EditorComponent* _editor)
{
editor = _editor;
-2
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@@ -1,6 +1,4 @@
#pragma once
#include "WickedEngine.h"
class EditorComponent;
class NameWindow : public wi::gui::Window
-4
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@@ -1,16 +1,12 @@
#include "stdafx.h"
#include "Editor.h"
#include "ObjectWindow.h"
#include "wiScene.h"
#include "xatlas.h"
#include <string>
using namespace wi::ecs;
using namespace wi::scene;
static void SetPixel(uint8_t *dest, int destWidth, int x, int y, const uint8_t *color)
{
uint8_t *pixel = &dest[x * 4 + y * (destWidth * 4)];
-2
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@@ -1,6 +1,4 @@
#pragma once
#include "WickedEngine.h"
class EditorComponent;
class ObjectWindow : public wi::gui::Window
-1
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@@ -1,6 +1,5 @@
#include "stdafx.h"
#include "OptionsWindow.h"
#include "Editor.h"
using namespace wi::graphics;
using namespace wi::ecs;
-1
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@@ -1,5 +1,4 @@
#pragma once
#include "WickedEngine.h"
#include "GraphicsWindow.h"
#include "CameraWindow.h"
#include "MaterialPickerWindow.h"
-3
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@@ -1,10 +1,7 @@
#include "stdafx.h"
#include "Editor.h"
#include "PaintToolWindow.h"
#include "shaders/ShaderInterop_Renderer.h"
#include <cmath>
using namespace wi::ecs;
using namespace wi::scene;
using namespace wi::graphics;
-4
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@@ -1,8 +1,4 @@
#pragma once
#include "WickedEngine.h"
#include <deque>
class EditorComponent;
class PaintToolWindow : public wi::gui::Window
-2
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@@ -1,6 +1,4 @@
#pragma once
#include "WickedEngine.h"
class EditorComponent;
class ProfilerWidget : public wi::gui::Widget
-1
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@@ -1,6 +1,5 @@
#include "stdafx.h"
#include "RigidBodyWindow.h"
#include "Editor.h"
using namespace wi::ecs;
using namespace wi::scene;
-2
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@@ -1,6 +1,4 @@
#pragma once
#include "WickedEngine.h"
class EditorComponent;
class RigidBodyWindow : public wi::gui::Window
-1
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@@ -1,6 +1,5 @@
#include "stdafx.h"
#include "ScriptWindow.h"
#include "Editor.h"
void ScriptWindow::Create(EditorComponent* _editor)
{
-2
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@@ -1,6 +1,4 @@
#pragma once
#include "WickedEngine.h"
class EditorComponent;
class ScriptWindow : public wi::gui::Window
-1
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@@ -1,6 +1,5 @@
#include "stdafx.h"
#include "SoftBodyWindow.h"
#include "Editor.h"
using namespace wi::ecs;
using namespace wi::scene;
-2
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@@ -1,6 +1,4 @@
#pragma once
#include "WickedEngine.h"
class EditorComponent;
class SoftBodyWindow : public wi::gui::Window
-1
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@@ -1,7 +1,6 @@
#include "stdafx.h"
#include "SoundWindow.h"
#include "wiAudio.h"
#include "Editor.h"
using namespace wi::graphics;
using namespace wi::ecs;
-2
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@@ -1,6 +1,4 @@
#pragma once
#include "WickedEngine.h"
class EditorComponent;
class WaveGraph : public wi::gui::Widget
-2
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@@ -1,11 +1,9 @@
#include "stdafx.h"
#include "SpringWindow.h"
#include "Editor.h"
using namespace wi::ecs;
using namespace wi::scene;
void SpringWindow::Create(EditorComponent* _editor)
{
editor = _editor;
-2
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@@ -1,6 +1,4 @@
#pragma once
#include "WickedEngine.h"
class EditorComponent;
class SpringWindow : public wi::gui::Window
-3
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@@ -1,11 +1,8 @@
#include "stdafx.h"
#include "TerrainWindow.h"
#include "Editor.h"
#include "Utility/stb_image.h"
#include <unordered_map>
using namespace wi::ecs;
using namespace wi::scene;
-2
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@@ -1,6 +1,4 @@
#pragma once
#include "WickedEngine.h"
class EditorComponent;
struct ModifierWindow : public wi::gui::Window
-2
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@@ -1,11 +1,9 @@
#include "stdafx.h"
#include "TransformWindow.h"
#include "Editor.h"
using namespace wi::ecs;
using namespace wi::scene;
void TransformWindow::Create(EditorComponent* _editor)
{
editor = _editor;
-2
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@@ -1,6 +1,4 @@
#pragma once
#include "WickedEngine.h"
class EditorComponent;
class TransformWindow : public wi::gui::Window
-4
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@@ -1,8 +1,4 @@
#pragma once
#include "CommonInclude.h"
#include "wiCanvas.h"
#include "wiVector.h"
#include "wiUnorderedSet.h"
class Translator
{
-1
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@@ -1,6 +1,5 @@
#include "stdafx.h"
#include "WeatherWindow.h"
#include "Editor.h"
using namespace wi::ecs;
using namespace wi::scene;
-2
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@@ -1,6 +1,4 @@
#pragma once
#include "WickedEngine.h"
class EditorComponent;
class WeatherWindow : public wi::gui::Window
-1
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@@ -1,6 +1,5 @@
#include "stdafx.h"
#include "main_Windows.h"
#include "Editor.h"
#include <fstream>
#include <thread>
+15 -1
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@@ -1,2 +1,16 @@
#pragma once
#include "WickedEngine.h"
#include <string>
#include <cassert>
#include <cmath>
#include <deque>
#include <limits>
#include <filesystem>
#include <mutex>
#include <limits>
#include <fstream>
#include <istream>
#include <streambuf>
#include <unordered_map>
#include "WickedEngine.h"
#include "Editor.h"
-7
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@@ -1,11 +1,4 @@
#include "stdafx.h"
#include "Tests.h"
#include <string>
#include <fstream>
#include <thread>
#include <unordered_map>
#include <vector>
using namespace wi::ecs;
using namespace wi::scene;
-2
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@@ -1,6 +1,4 @@
#pragma once
#include "WickedEngine.h"
class TestsRenderer : public wi::RenderPath3D
{
+6
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@@ -1,3 +1,9 @@
#pragma once
#include <string>
#include <fstream>
#include <thread>
#include <unordered_map>
#include <vector>
#include "WickedEngine.h"
#include "Tests.h"
-2
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@@ -4,8 +4,6 @@
// This is a helper include file pasted into all engine headers, try to keep it minimal!
// Do not include engine features in this file!
#include <cstdlib>
#include <cstring>
#include <cstdint>
#include <type_traits>
@@ -412,6 +412,9 @@ struct ShaderTypeBin
uint4 padding2[14]; // force 256-byte alignment that's necessary for constant buffers :(
};
#ifdef __cplusplus
static_assert(sizeof(ShaderTypeBin) == 256); // 256 byte forced constant buffer alignment for DX12
#endif // __cplusplus
static const uint SHADERTYPE_BIN_COUNT = 10;
struct VisibilityTile
+3
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@@ -11,6 +11,9 @@
#include "wiBacklog.h"
#include <mutex>
#include <string>
#include <atomic>
#include <random>
using namespace wi::ecs;
using namespace wi::scene;
-3
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@@ -7,9 +7,6 @@
#include "wiColor.h"
#include "wiHairParticle.h"
#include <random>
#include <string>
#include <atomic>
#include <memory>
namespace wi::terrain