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Class Instance Function Overloads and Standardized Operators (math operators, __equals__, __hash__, etc...)
Convert all CustomLogicClassInstance builtin's to use Reflection Source Generation instead of if/else
Basic test against all gamemodes
Reveal, probably all outline modes have issues
Use Array/Collection Pooling for Short Lived elements (local variables/callstack)
Kwargs/optional argument support
Effect Spawning
Mode Settings has Type variable visible
.Parent transform vs Map Object dilemma - for now just supporting both
Rework Dictionary to use __hash__() and return back to constant time lookup
Range
Cache/Pool list -> Better solution than generate list to iterate over?
Collision/Collider CL Representations
Expand on already implemented unity API's (line renderer, vector3)
Toggle OSR/W via CL
Disable Transform Sync Events via map script element
Add hitbox transforms/collider to CustomLogicTitanBuiltin
OnGetHit, add a CustomLogicCollisionBuiltin parameter
Regression Testing - All builtins have been confirmed working - still need to rework mapobject builtin components and confirm compatibility.
Performance Testing - found issues, going with source gen, performance parity reached, should get better performance once issues are fixed due to other unrelated optimizations.
API Generation/Versioning
Play Testing/Release API to CL users and prompt feedback
Non-MVP:
MapObject Builtin Components need rework
Swap from massive if chain to builtin class instance for each.
Rigidbody
Must have all fields -> option to remove mock gravity value if unused.
PointLight
Tag
DirectionalLight
SpotLight
CustomPhysicsMaterial
NavMeshObstacle
Component-Scoped context for network views -> More things to consider when redoing this (network transfers and stuff need to be referencing the mapobject-global networkview)
Objects in callbacks are created and destroyed very quickly which fills up the GC with garbage.
Cache/Pool types within callbacks? OnTick, OnFrame, OnSecond, OnSpawn?
Generational GC
Gamemode Addons - Components defined outside the scope of a map that are intended to be layered on top of any generic gamemode. On startup, they are spawned and attached to an empty gameobject. Users are responsible for making addons that do not conflict with gamemode code (similar to map components)
Load Addon Code before game starts
Addon Code UI
Public Examples - AFK timer, Ping Check, Custom commands
Addon Hash For Verification
Compatibility Checklist:
Camera
Character
Collider
Collision
Color
Convert
Cutscene
Dict
Game
Human
Input
Json
LineCast
LineRenderer
List
Map
MapObject
MapObjectTargetable
Math
Network
NetworkView
PersistentData
Physics
Player
Quaternion
Random
Range
Room
Set
Shifter
String
Time
Titan
Transform
UI
Vector2
Vector3
The text was updated successfully, but these errors were encountered:
Reference
Discord
CL Rework
MVP:
math operators
,__equals__
,__hash__
, etc...)ReflectionSource Generation instead of if/else__hash__()
and return back to constant time lookupNon-MVP:
Compatibility Checklist:
The text was updated successfully, but these errors were encountered: