Also reimported all to allow for asset preview within unity
Setup Some GeoObj Prefabs
Points and Line Segments
TMPro Essentials
Remove http git requirement
Ignore VS files
Remove .csproj and Added Prefabs for Platonic solids
Add Prefabs for GeoObjs All
Fix Typo
remove .sln from tracking
Remove Junk in Base of Repo
Update Constructor Methods
Instantiate from prefabs now.
Clean up of the base scenes and file system
compile error from cam
Clean up the root directory
Clean up root dir
Clean up root dir done
Update GitIgnore
Continued Work for prefab updates
Changed system to entirely MGO references from transform. Changed system to initialize figure entirely within that function call. temperately? changed system to init a figure if not done on time.
Setup Experimental Mesh Colliders
For Interactable Prisms
Setup Experimental Mesh Colliders
For Interactable Prisms
EDIT: compile errors fixed
The initizlation of all geo objects have been shuffled around such that they all occur with one function call.
Object spawning on anchors is a special case for points
Lines are proper shape and contain the correct direction collider
Upon streching a line, Unity will crash.
Updated method of loading resources
Stashing resources into a reference list and using that rather than repeated Resource.Load calls. Some old prefabs have been removed as well. All References to Resources.Load(" have been replaced with PrefabManager.Spawn("
Fix compile error
Fix plane spawning problem.
It seemed to be an issue with racing, so I cleaned up the construction.
Well polygon spawning wasn't fixed.
New theory - base initialize figure isn't being called consistenly.
Forcing release helps some.
Fix polygon spawn
The problem was in the select gesture activating while stretching.
This will be resolved with a new gesture system and a new kernel.
For the short term, a try catch is used for the normal of a polygon.
Note polygon spawning isn't fixed.
Repair RSDES Scene
There are some issues with the control panels and with the sun and moon positions and materials. Noted in github issues.
Fix references in networking scene
Fix player prefab instantiation for network scene
Get HW Running
Update Unity to new Version.
Restore Arctus to tool panel.
Fix Arctus Tool
Using outdated code - turns out that's not a good plan.
Updated with the GeoObjConstruct call.
Made some prefab changes to keep up to date.
The arctus now works as desired, however I've discovered another bug - the prefab manager will spawn two objects for any one call. This leaves the duplicates as "zombies" sitting in the floor. The "zombie" objects never get to the GeoObjManager
Fix Zombie Doubles
Turns out Instantiate(Instaniate(Prefab)) is a bad plan.
Fix Straightedge
Prefab patches.
Update MasterGeoObj.cs
Update MasterGeoObj.cs
Fix spelling error
Update MasterGeoObj.cs
Attempt to fix selection color.
Fix SelectStatus
hopefully this fixes color problems.
Refactor Spawning of Common prefabs
Update MixCast GitIgnores
Fix colors
Set Unity Project Settings
Update AbstractSphere.cs
Remove random color feature. Colors are assigned centrally to MasterGeoObj.
Update shipsWheelControl.cs
Remove debug.log calls that aren't necessary. These calls were used for debugging only.
Update PrefabManager.cs
Update anchorSpawner.cs
Remove unneeded Debug.log
Update PrefabManager.cs
Added docs
Update AbstractPolygon.cs
added TODO comment
Description
Related Issue
Motivation and Context
How Has This Been Tested?
Screenshots (if appropriate):
Types of changes
[ ] Bug fix (non-breaking change which fixes an issue)
[ ] New feature (non-breaking change which adds functionality)
[ ] Breaking change (fix or feature that would cause existing functionality to change)
Checklist:
[ ] My code follows the code style of this project.
[ ] My change requires a change to the documentation.
Unity Project Settings and Remove Old Metas
Unity Editor new meta and csproj
Unity Editor Updates for Dependencies
Prefab Fixes
Delete Duplicate Prefabs
Moved Models and Textures to correct location
Also reimported all to allow for asset preview within unity
Points and Line Segments
TMPro Essentials
Remove http git requirement
Ignore VS files
Remove .csproj and Added Prefabs for Platonic solids
Add Prefabs for GeoObjs All
Fix Typo
remove .sln from tracking
Remove Junk in Base of Repo
Update Constructor Methods
Instantiate from prefabs now.
Clean up of the base scenes and file system
compile error from cam
Clean up the root directory
Clean up root dir
Clean up root dir done
Update GitIgnore
Continued Work for prefab updates
Changed system to entirely MGO references from transform. Changed system to initialize figure entirely within that function call. temperately? changed system to init a figure if not done on time.
For Interactable Prisms
For Interactable Prisms EDIT: compile errors fixed
Object spawning on anchors is a special case for points
Lines are proper shape and contain the correct direction collider
Upon streching a line, Unity will crash.
Updated method of loading resources
Stashing resources into a reference list and using that rather than repeated Resource.Load calls. Some old prefabs have been removed as well. All References to
Resources.Load("
have been replaced withPrefabManager.Spawn("
Fix compile error
Fix plane spawning problem.
It seemed to be an issue with racing, so I cleaned up the construction.
New theory - base initialize figure isn't being called consistenly.
Forcing release helps some.
Fix polygon spawn
The problem was in the select gesture activating while stretching.
This will be resolved with a new gesture system and a new kernel.
For the short term, a try catch is used for the normal of a polygon.
Note polygon spawning isn't fixed.
Repair RSDES Scene
There are some issues with the control panels and with the sun and moon positions and materials. Noted in github issues.
Fix references in networking scene
Fix player prefab instantiation for network scene
Get HW Running
Update Unity to new Version.
Restore Arctus to tool panel.
Using outdated code - turns out that's not a good plan.
Updated with the GeoObjConstruct call.
Made some prefab changes to keep up to date.
The arctus now works as desired, however I've discovered another bug - the prefab manager will spawn two objects for any one call. This leaves the duplicates as "zombies" sitting in the floor. The "zombie" objects never get to the GeoObjManager
Turns out Instantiate(Instaniate(Prefab)) is a bad plan.
Prefab patches.
Update MasterGeoObj.cs
Update MasterGeoObj.cs
Fix spelling error
Attempt to fix selection color.
hopefully this fixes color problems.
Refactor Spawning of Common prefabs
Update MixCast GitIgnores
Fix colors
Set Unity Project Settings
Update AbstractSphere.cs
Remove random color feature. Colors are assigned centrally to MasterGeoObj.
Remove debug.log calls that aren't necessary. These calls were used for debugging only.
Update PrefabManager.cs
Update anchorSpawner.cs
Remove unneeded Debug.log
Added docs
added TODO comment
Description
Related Issue
Motivation and Context
How Has This Been Tested?
Screenshots (if appropriate):
Types of changes
Checklist: