documentation:engineworkbench
Differences
This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
documentation:engineworkbench [2013/08/29 10:12] – mhgamework | documentation:engineworkbench [2024/08/26 13:25] (current) – external edit 127.0.0.1 | ||
---|---|---|---|
Line 146: | Line 146: | ||
HOTLOADING The main thing that is required for hotloading is, a way to identified instances after the hotload and link them to instances before the hotload! If we know this, we can start mapping old data to the new structure!. | HOTLOADING The main thing that is required for hotloading is, a way to identified instances after the hotload and link them to instances before the hotload! If we know this, we can start mapping old data to the new structure!. | ||
+ | |||
+ | * Let wizards engine compile, disable edit and continue in vs, this could potentially allow continuous debugging!!! | ||
+ | |||
+ | * Disable simulation when engine is not active window (with optional button) | ||
+ | * Maybe automatically restart debug | ||
+ | |||
+ | Maybe even add global hotkeys to the engine for when it is not active? | ||
+ | Fix nunit slorping up errors | ||
+ | When throwing exceptions in getters, the exception is displayed using the IErrorLogger. | ||
+ | URGENT NUnitTestRunner add use of the ExceptionLogger!!!! (DI move to core) | ||
+ | Bug: Fixed WorldMatrix = matrix.identity missing from physical | ||
+ | |||
+ | * Let hotloading work on fields instead of properties? Or should these properties remain forced public as to force the coder to see these as possible access paths? | ||
+ | * Create a ' | ||
+ | * Fix resharper settings. + syncing of templates | ||
documentation/engineworkbench.1377771121.txt.gz · Last modified: 2024/08/26 13:57 (external edit)