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preparation for v1.8.1
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ghiboz committed May 6, 2018
1 parent 1bca37b commit 0c1967c
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Showing 4 changed files with 11 additions and 6 deletions.
3 changes: 2 additions & 1 deletion Export/Editor/ExportStage.cs
Original file line number Diff line number Diff line change
Expand Up @@ -48,12 +48,13 @@ static void ExportStage()
EditorUtility.SetDirty(stage);
AssetDatabase.SaveAssets();

/* TODO: removed, no VertexPainter attached
// 3: apply vertex data
foreach (var item in Object.FindObjectsOfType<JBooth.VertexPainterPro.VertexInstanceStream>())
{
item.Apply();
}

*/
// 4: store xml data
// write data stages
gUtility.CXml stageXml = new gUtility.CXml(path + @"/stage.xml", true);
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4 changes: 4 additions & 0 deletions README.md
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@@ -1,3 +1,7 @@
### V1.8.1 - 2018/05/06
- Renamed `Temp` scene for the temporary main scene;
- Fix old vertexpaint issue;

### V1.8.0 - 2018/05/06
- Moose import path;
- Shader update;
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2 changes: 1 addition & 1 deletion Resources/TagManager.asset.txt
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Expand Up @@ -27,7 +27,7 @@ TagManager:
-
-
- COLLISION
- FLARE_OCCLUSION
-
-
-
-
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8 changes: 4 additions & 4 deletions Surfaces/Editor/MenuStages.cs
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Expand Up @@ -38,18 +38,18 @@ public static void GenerateStageData()
Debug.Log(string.Format("Stage data in {0} is created successfully.", assetPath));
}

[MenuItem("gRally/3. Create main, stage and layout0 scenes", false, 3)]
[MenuItem("gRally/3. Create temp, stage and layout0 scenes", false, 3)]
public static void CreateMainScene()
{
if (!Directory.Exists("Assets/Scenes"))
{
Directory.CreateDirectory("Assets/Scenes");
}

if (!File.Exists("Assets/Scenes/main.unity"))
if (!File.Exists("Assets/Scenes/temp.unity"))
{
var main = EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects, NewSceneMode.Single);
EditorSceneManager.SaveScene(main, "Assets/Scenes/main.unity");
EditorSceneManager.SaveScene(main, "Assets/Scenes/temp.unity");
EditorSceneManager.SetActiveScene(main);

var path = "Assets/gStageEditor/Resources/CarSimulator.prefab";
Expand Down Expand Up @@ -106,7 +106,7 @@ public static void CreateMainScene()
EditorSceneManager.MarkAllScenesDirty();
}

SceneManager.SetActiveScene(SceneManager.GetSceneByName("main"));
SceneManager.SetActiveScene(SceneManager.GetSceneByName("temp"));
}

[MenuItem("gRally/4. Create new layout", false, 4)]
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