Tatjam
Tatjam
Continuation of #217 with git fixed
For example: ```nim var wnd = newWindow(newRect(40, 40, 800, 600)) let pb = PopupButton.new(newRect(120, 90, 120, 20)) pb.items = @["Popup button", "Item 1", "Item 2"] v.addSubview(pb) ``` works fine, but...
Here's a to-do list on how to build the wiring panel before release. This should allow very complex wire setups to be built relatively effortlessly. # Auto wiring Wiring everything...
There are some cases where a machine interface needs to carry a bit more information. For example, activable machines may be meant to be staged (such as the engine ignition),...
Part groups are created by the user, and are basically a way to categorize parts for the auto-wiring, and for overall organization of the vehicle. Groups can be hidden in...
There's a bit of a circular loading dependency when loading a gamestate, where entities require osp->game_state is already set during loading. Fix this by rearranging when the entities create the...
Self explanatory, to be done soon as current entities are vehicle and building, which are really simple. Further entities would be written in lua from the start.
**FILE REPLACEMENTS:** Useful for models, textures, shaders, etc... Mods may specify certain files to be "replaced" (virtually) by other. This includes .lua files and everything else. An example of how...
Even using double precision, it's interesting to allow many bullet worlds with different origins for HUGE distances. In pluto floating point errors do become noticeable, but we won't need more...
[This file](https://github.com/TheOpenSpaceProgram/new-ospgl/blob/master/src/planet_mesher/renderer/PlanetRenderer.cpp) should be changed so that the drawing order makes more sense, ie, rendering first tiles closer to the player. This way there should be less overdraw. We can...