Spydrouge / UnityGame_spydr

We are attempting to port from Substrate to Cubiquity for the purposes of our in-game ai embodiment.
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[Enhancement] Pretty-Fy and Dumb-Proof the Substrate Loader #3

Closed Spydrouge closed 9 years ago

Spydrouge commented 9 years ago

Start Tasks

  1. See if the import /reimport pipeline can be improved (check out Issue #2 )
  2. Get rid of all the file browsing. Browse for the map we're going to import, but that's it. Save everything else in a generic folder.
  3. This means basically just entering a 'save name' without browsing to a save location. It's better this way since I'm adding a bunch of extensions and _0 _1 _2s and such anyway.
  4. NOTE: When we know the finalized folder we would like SubstrateLoader to be placing everything in (likely prefaced with 'OpenCog' and with no mention of 'CubSub' we can toss that into the 'Paths' file that comes with CubSub and the SubstrateLoader will make use of that instead.

    Also Handled

  5. Clipping/offset parameters for top and bottom of Cubiquity item.

    New tasks

  6. How do I create miniature intfields for the clipping offset parameters listed above? Mine go off the screen! They could be much smaller.
  7. I just realized I think cubiquity isn't initializing its new regions with properly clipped dimensions. Going in to solve this.
    • I thought I solved this problem, but when I clip down off to the top of the tree, I'm still allowed to build cubes way too high into the air. The bottom seems to be clipping appropriately...
    • Turns out I was clipping of zSize in an area instead of ySize. I've also just noticed these regions we created were cornered at 0,0 but they go out really far (full chunk or region size I presume) to either direction. Anyway, I can mark this resolved.