CommandList.DrawInstanced(Buffer argumentsBuffer, int alignedByteOffsetForArgs = 0)
NativeDeviceContext was DrawIndexedInstancedIndirect but should be DrawInstancedIndirect
* feat: Make Stride.StorageTool as Gui Tool
* fixup! feat: Make Stride.StorageTool as Gui Tool
* fixup! feat: Make Stride.StorageTool as Gui Tool
* Update README.md
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Co-authored-by: Nicolas Musset <musset.nicolas@gmail.com>
* somewhat messy Unoptimized Solution for UAF exception fix
* Multiple physics properties carry over on KinematicCharacter reConstruction
* Forgot to remove unneeded reference to NativeCollisionObject in reconstruction
* grammar issues with comments
The comment for the `Entity` class has been updated to provide a more detailed description. It now specifies that the class represents a game entity that typically aggregates multiple `EntityComponent` instances. Additionally, it includes references to the Stride documentation for more information about adding and managing entities.
* fix: Correct reference added to BoundingBox
* fix: cref corrected - removed full stop
* fix: cref for AudioEmitterComponent corrected
* fix: param fixed from rotation to scale
* fix: RaiseException doesn't exist, most likely it should be SetException, which is present
* fix: cref corrected with full namespace
* fix: cref references corrected
* chore: Reversing the update because it's not working
* fix: Incorrect reference
* fix: The C# reference itself doesn't exist but the reference seems ok
* fix: Correcting the references
* fix: Fixed xml comment
* fix: xml summary corrected
* fix: cref reversed back, but added full namespace
* fix: Fixing see xml tag with appropriate html link to our manual
* Run proper Rigidbody setup when adding ColliderShape
* Added test case for proper setup with GetOrCreate
* Followed similar Bepu format with creation of ReAttach method
* Reformatted files edited
* Revert "Reformatted files edited"
This reverts commit 1c9b03eb6e.
* Added early warning and better error logging for CharacterComponent missing physical shapes
- Will now incorporate logger with a warning when Attachments of shapes for KinecticCharacter are skipped due to no ColliderShapes being present.
- errors given inside CharacterComponent will also include call info for users to trace and find what corresponding code is calling the physic method.
* Cleaned up comments
+ fixed typo in comment
* Added extra check for No Shapes warning
Found reference to older code that may have at one point had this check and warning. Added the extra check I had not accounted for
* Removed repetitive check for lack of collider shap
- Removed check that occurs after DisableSimulation check and now has it ahead of simulation check
* Moved comment to summary of PhysicsComponent OnAttach
Cosmetic change with comments and summary
* Reduced code reuse with dedicated function for logging
Maybe it could go ever farther and be put in the Logger class? May update
* [Rendering] Fix shader generics with bool type to appear in the editor
* [Rendering] Simplify type checking ComputeColorParameter types
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Co-authored-by: Basewq <Basewq@users.noreply.github.com>
* Zoom save settings for Tile and Grid
* added ViewFilters Settings Key
* Adjusted settingskey and added load area
* Fixed formatting on SettingsKey default
* Implemented Filters to be saved and reloaded on new instances
* Added SaveAssetFilters call to filter IsActive toggle
* Adjusted comments and fixed filter load order to be consistent
* Updated load and save methods to now be private
- No reason for them to be public
* Removed unnecessary comment
- was for tracking potential load points with asset filters
* added private access modifier for asset filter view model data var
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Co-authored-by: soorMSWE <soor@uci.edu>
Co-authored-by: Will S <wrshield@uci.edu>