Adrien Givry
Adrien Givry
**Description** This issue is mainly a follow-up from a note attached to https://github.com/adriengivry/Overload/issues/69. Adding a new serialized member to an Overload component is currently a problem. When deserializing, we are...
**Problem this feature should fix** Everytime we update our Lua binding we have to update our online scripting documentation. This is a tedious task and we should automate this process....
Sometimes that camera jumps when moving into the scene view. The behaviour isn't precisely defined, you can try to reproduce it by moving in the scene view or to spam...
We should be able to undo and redo editor actions to make Overload less destructive. We can for example store editor commands in classes with a "Do" and "Undo" method...
Our next release (1.4) brings several changes to the engine and the editor. We should make sure the README.md is up-to-date with the latest changes. We have to double check...
As we've added double clicking onto actors to focus them, we can use this new double-click feature in the `AssetBrowser` to quickly open/edit assets. For instance, double-clicking a scene could...
**Problem this feature should fix** It would be convenient to be able to build the generated solution using a script to allow for a quick build without even opening Visual...
**Problem this feature should fix** When using Overload for the first time, it is sometimes unclear what you can do with the engine. Morehover, some users want to be instantly...
We should support adding custom post-processing into our scenes. This will require to improve `OvRendering` to provide a proper abstraction layer for `Framebuffer` and `RenderTexture`
**Problem this feature should fix** Some shaders are implementing the same functions instead of sharing them. **Expected solution** It could be nice to have to possibility to include some "Shader...