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prism/tools
Joshua Goins 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
..
assetpipeline Add asset pipeline tool to aid in converting to compiled game formats 2022-05-21 17:52:24 -04:00
common Move all engine-specific models, materials etc. to a new base directory 2022-05-21 18:28:48 -04:00
cutsceneeditor Remove some unnecessary header includes 2022-02-21 00:13:45 -05:00
editor Update material editor for new system 2022-02-03 10:01:37 -05:00
fontcompiler Some minor code refactoring 2021-10-14 08:51:58 -04:00
modelcompiler When invoking the model compiler in "no ui" mode, specify absolute path 2022-05-21 17:50:55 -04:00
shadercompiler Goodbye, WebGPU 2022-03-10 10:26:59 -05:00
CMakeLists.txt Add asset pipeline tool to aid in converting to compiled game formats 2022-05-21 17:52:24 -04:00