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@KirmesBude
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@KirmesBude KirmesBude commented Aug 5, 2019

Basics for a in-game console.
I removed the tries for now. I wont have a lot of time until september so I want to get the basics in at least - could be useful for implementing other features.
See feature/console for another approach.

Not sure I am happy with Console calling into UIConsole, because it means Console will need to be added last. But looking at "toggle frame"/etc. maybe it needs to anyways.
Leads to way cleaner command declarations for one.

UIConsole seems to consistently not render the scrollarea when loaded into WORLD(instead of OLDMINE) or after clearing it. Not sure why.

Allow extra trailing arguments for now
changed Spawnmass to SpawnMass
"Fix" help command for multi-word commands
@mworchel
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mworchel commented Aug 8, 2019

Didn't look at all the details yet but is there a particular reason why the Console should be a bs::Component? It is not serialized and not updated every frame. Why not make it a plain class that is not even bs::IReflectable?

@KirmesBude
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Didn't look at all the details yet but is there a particular reason why the Console should be a bs::Component? It is not serialized and not updated every frame. Why not make it a plain class that is not even bs::IReflectable?

No reason at all.
I initially thought there might be some merit in serializing the history or datastructures for auto-completion, so I started with a component.

@ataulien
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Finally got to test this! It is sooo cool to just type insert WOLF and have a wolf run around the oldmine! 😄

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5 participants