physics: cylinder shape, local offset;
added per-instance alpha test; grass disable cast shadow fix; editor: hierarchy remove will use proper detaching;
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+16
-1
@@ -257,7 +257,7 @@ void ObjectWindow::Create(EditorComponent* _editor)
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editor = _editor;
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wi::gui::Window::Create(ICON_OBJECT " Object", wi::gui::Window::WindowControls::COLLAPSE | wi::gui::Window::WindowControls::CLOSE);
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SetSize(XMFLOAT2(670, 820));
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SetSize(XMFLOAT2(670, 840));
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closeButton.SetTooltip("Delete ObjectComponent");
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OnClose([=](wi::gui::EventArgs args) {
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@@ -431,6 +431,19 @@ void ObjectWindow::Create(EditorComponent* _editor)
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});
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AddWidget(&ditherSlider);
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alphaRefSlider.Create(0, 1, 0, 1000, "Alpha Ref: ");
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alphaRefSlider.SetTooltip("Adjust alpha ref per instance.\nThis is an additional value on top of material's alpha ref, used for alpha testing (alpha cutout).");
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alphaRefSlider.SetSize(XMFLOAT2(wid, hei));
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alphaRefSlider.SetPos(XMFLOAT2(x, y += step));
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alphaRefSlider.OnSlide([&](wi::gui::EventArgs args) {
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ObjectComponent* object = editor->GetCurrentScene().objects.GetComponent(entity);
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if (object != nullptr)
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{
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object->alphaRef = args.fValue;
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}
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});
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AddWidget(&alphaRefSlider);
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cascadeMaskSlider.Create(0, 3, 0, 3, "Cascade Mask: ");
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cascadeMaskSlider.SetTooltip("How many shadow cascades to skip when rendering this object into shadow maps? (0: skip none, it will be in all cascades, 1: skip first (biggest cascade), ...etc...");
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cascadeMaskSlider.SetSize(XMFLOAT2(wid, hei));
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@@ -956,6 +969,7 @@ void ObjectWindow::SetEntity(Entity entity)
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navmeshCheckBox.SetCheck(object->filterMask & wi::enums::FILTER_NAVIGATION_MESH);
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cascadeMaskSlider.SetValue((float)object->cascadeMask);
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ditherSlider.SetValue(object->GetTransparency());
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alphaRefSlider.SetValue(object->alphaRef);
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lodSlider.SetValue(object->lod_distance_multiplier);
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drawdistanceSlider.SetValue(object->draw_distance);
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sortPrioritySlider.SetValue((int)object->sort_priority);
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@@ -1033,6 +1047,7 @@ void ObjectWindow::ResizeLayout()
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add_right(notVisibleInReflectionsCheckBox);
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add_right(navmeshCheckBox);
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add(ditherSlider);
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add(alphaRefSlider);
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add(cascadeMaskSlider);
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add(lodSlider);
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add(drawdistanceSlider);
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