Archived
1
Fork 0
Commit graph

6 commits

Author SHA1 Message Date
7a738405cb Add asset pipelines a base dependency for now 2022-06-27 10:07:16 -04:00
ca2c2c9d3d Move all engine-specific models, materials etc. to a new base directory
This is a huge change, and basically breaks everything (as per usual!)

First of, this includes stuff like shaders so anything involving those
are broken and then fixed. A new BuildAssets cmake file is added to
aid in running AssetCompiler, and it seems to work fine on the engine
base assets.

The File API will eventually be revamped to handle this new way of
organizing the files and domains will eventually be gotten rid of all
together since I probably will replace it with game directory
priorities. As it stands right now, there isn't a way to easily
replace say - render_options.cfg with your own game-specific version.

Apple builds are probably broken by this commit (since I'm moving
around content and shader directories) to be fixed later.
2022-05-21 18:28:48 -04:00
5db6f02742 Actually use SKIP_DATA variable when adding platform executable 2022-05-21 17:47:15 -04:00
d219f0c85b Handle data directories for games not named example, and also support out of tree builds 2022-03-09 18:17:04 -05:00
6cd15b5671 Always set engine properties for add_platform executables 2022-02-18 14:37:19 -05:00
redstrate
4b642fcb66 Add initial files 2020-08-11 12:07:21 -04:00