Terrain refactor (#549)

- terrain separated into core logic and gui
- terrain can be serialized
- ddgi extents also saved, added control for smooth backface test
- raytraced shadow fixes
This commit is contained in:
Turánszki János
2022-09-01 18:42:16 +02:00
committed by GitHub
parent 1450b4b059
commit 60ef0ae251
41 changed files with 5818 additions and 5025 deletions
+5 -4
View File
@@ -561,15 +561,16 @@ void ObjectWindow::Create(EditorComponent* _editor)
void ObjectWindow::SetEntity(Entity entity)
{
Scene& scene = editor->GetCurrentScene();
const ObjectComponent* object = scene.objects.GetComponent(entity);
if (object == nullptr)
entity = INVALID_ENTITY;
if (this->entity == entity)
return;
this->entity = entity;
Scene& scene = editor->GetCurrentScene();
const ObjectComponent* object = scene.objects.GetComponent(entity);
if (object != nullptr)
{
SetEnabled(true);