[PATCH] Allow actors that are only visible in Atlas
Some entities should only be visible in Atlas for the aid of map designers, in game they should be invisible. For example, territory pull and block entities, or some types of ambient emitters (proposed in #1962). Probably this could be done with a flag in the visual actor component, which would check the flag and g_AtlasGameLoop->running
or something before submitting the model for rendering.
Not sure if they should be hidden in the Atlas simulation test, but for simplicity all Atlas cases could be treated the same.
Change History
(7)
Description: |
modified (diff)
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Description: |
modified (diff)
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Keywords: |
review patch added
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Milestone: |
Backlog → Alpha 14
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Description: |
modified (diff)
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Summary: |
Allow actors that are only visible in Atlas → [PATCH] Allow actors that are only visible in Atlas
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Owner: |
set to leper
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Resolution: |
→ fixed
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Status: |
new → closed
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I started by adding a new optional element to the Schema of CCmpVisualActor:
"<optional>"
"</optional>"
In the CCmpVisualActor::InitModel (which I think intializes an entity with its VisualActor relevant properties to be used later in the engine, please correct me if I am wrong), I added the following block: const CParamNode& visibleInAtlasNode = paramNode.GetChild("VisibleInAtlasOnly");
if(visibleInAtlasNode.IsOk()) {
}
I just wanted to make sure I am on the right track, I also wanted to ask about the class that does the actual rendering of the model so that I can check for the new flag