Added a bunch of logs for debugging
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@@ -131,13 +131,16 @@ int ApplicationMain(int argc, char* argv[])
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}
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WindowTheming::SetWindowDarkMode(window);
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Logger::Log("Creating editor ", "window", CRITICAL);
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// Initialize Editor
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Nuake::EditorInterface editor;
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Logger::Log("Created editor ", "window", CRITICAL);
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// Load project in argument
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if (!launchSettings.projectPath.empty())
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{
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editor.LoadProject(launchSettings.projectPath);
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Logger::Log("Loading project", "window", CRITICAL);
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editor.LoadProject(launchSettings.projectPath);
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}
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// Start application main loop
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@@ -11,7 +11,7 @@
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#include <src/Rendering/RenderList.h>
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#include <src/Rendering/Renderer.h>
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#include <dependencies/GLEW/include/GL/glew.h>
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#include <glad/glad.h>
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#include "src/Scene/Components/CapsuleColliderComponent.h"
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#include <src/Scene/Components/CylinderColliderComponent.h>
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@@ -61,12 +61,15 @@ namespace Nuake {
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EditorInterface::EditorInterface()
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{
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Logger::Log("Creating editor windows", "window", CRITICAL);
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filesystem = new FileSystemUI(this);
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_WelcomeWindow = new WelcomeWindow(this);
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_audioWindow = new AudioWindow();
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Logger::Log("Building fonts", "window", CRITICAL);
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BuildFonts();
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Logger::Log("Loading imgui from mem", "window", CRITICAL);
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using namespace Nuake::StaticResources;
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ImGui::LoadIniSettingsFromMemory((const char*)StaticResources::Resources_default_layout_ini);
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}
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@@ -1853,8 +1856,10 @@ namespace Nuake {
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auto project = Project::New();
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auto projectFileData = FileSystem::ReadFile(projectPath, true);
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Logger::Log("Reading file project: " + projectFileData, "window", CRITICAL);
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try
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{
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Logger::Log("Starting deserializing", "window", CRITICAL);
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project->Deserialize(json::parse(projectFileData));
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project->FullPath = projectPath;
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@@ -105,6 +105,7 @@ namespace Nuake
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bool Project::Deserialize(const json& j)
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{
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Logger::Log("Starting deserializing project", "window", CRITICAL);
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if (!j.contains("Name") || !j.contains("Description"))
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return false;
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@@ -137,6 +138,7 @@ namespace Nuake
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if (!FileSystem::FileExists(scenePath))
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return true;
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Logger::Log("Starting deserializing scene", "window", CRITICAL);
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std::string sceneContent = FileSystem::ReadFile(scenePath, false);
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if (!DefaultScene->Deserialize(nlohmann::json::parse(sceneContent)))
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{
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@@ -20,7 +20,6 @@ namespace Nuake
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std::string WadName = "";
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std::vector<ConvertedTexture> ConvertedTextures;
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unsigned char host_quakepal[768] =
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{
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// marked: colormap colors: cb = (colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
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@@ -104,6 +104,7 @@ namespace Nuake
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InitImgui();
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Logger::Log("ImGui initialized ", "renderer");
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return 0;
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}
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