This fork will get my custom scripting language SeqScript in it at some point. Right now it's game-side, not engine side, except some small bits. Or I could make it a separate extension. Not sure yet.
Scenes and entities have commands attached to them. (I could make this an attribute for ease of use...)
x.Commands["foo"] = new CommandInfo
{
Params = new List<Type>(typeof(string)), // args[0]
OptionalParams = new List<Type>(typeof(string)), // args[1] if present, otherwise args[1] will be the default for whatever type
Exec = async args => await bar((string)args[0], (string)args[1]),
Help = "Help for the command",
}
Scenes must be specified except for the root scene, which is implicit.
scene:command args;
scene:entity:childentity:command args;
commandOnRootScene args;
entityInRootScene:command args;
- A BulletSharp fork with a much nicer kinematic character controller and an API giving you way more control.
- Misc. quality of life things, some from Focus Engine.
Default gravity can be set in GameSettingsFBX importer bug fix- Editor camera speed uses a min and a max value set in GUI, instead of an array of hardcoded steps*.
User can set speed up/down keybinds in editor settings - Add a sort mode based on render group id #. Needs work if I'm going to bring it to main at some point.
- Audio volume is split into buses. Audio emitter component handles sound controllers automatically. Built in pitch variance.
- Set the strength of spacial effects for each sound in the audio emitter component.
- Support for simple baked reverb effects.
FBX importer lets you select which animation stack is imported- No more popup asking if you want to copy to resources folder every time you import something.
- Lights have a render group property, and will only be shown if the group is included in the render feature mask.
- Skybox is blended from 2 textures
*has actual conflicts with changes in the stride repo since I forked
I'd like to mostly integrate changes I make into the main Stride branch if they are broadly useful and polished, but some things aren't.