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    Nick S.
    @mbpscruise
    meaning that people could effectively steal the entire engine by taking the source code, remaking the entire ui and making their advertising better, and not cite one thing, and then if it's closed source there will be little evidence.
    it is very scary to think about
    Marko Pintera
    @BearishSun
    a. That's not how copyright works, b. About->License has the license information c. Every source file header has a license/copyright notice
    Nick S.
    @mbpscruise
    @BearishSun ah gotcha, i’m just so used to seeing a LICENSE file in repositories that i missed it
    yeah i just took a quick glance at the root of the repository
    Lazlo Barragan
    @LazloBarragan_twitter
    hi guys i just discovered the banshee game engine and it looks amazing. I have a little suggestion/question could you create a discord server?
    Marko Pintera
    @BearishSun
    I'll probably set one up together with the next editor update.
    Lazlo Barragan
    @LazloBarragan_twitter
    nice i'll be happy to join it :)
    smit patil
    @SmitTheTux_gitlab
    this road map page linked from contribute page is not found https://github.com/BearishSun/BansheeEngine/blob/master/Documentation/GitHub/roadmap.md
    smit patil
    @SmitTheTux_gitlab
    Also cant compile on Linux. getting MSBUILD: error MSBUILD0000: Project file 'MBansheeEngine.csproj' not found.
    Robert Campbell
    @jayrulez
    Linux build may be broken now as there is a bunch of improvements and refactoring going on now.
    Smit
    @SmitTheTux
    It says xbuild is deprecated, use msbuild.
    James
    @ReDucTor
    Anyone hit this before:
    BansheeEngine\ninja : error : build.ninja:8856: bad $-escape (literal $ must be written as $$)
    James
    @ReDucTor
    Whats with BsStdHeaders.h instead of just using the containers directly?
    Marko Pintera
    @BearishSun
    Nothing except Windows + Visual Studio is currently being tested, and likely not working.
    Wrapper for standard containers is there for code style, shorter names for certain types, avoiding the need to qualify the namespace and potential for replacing the standard library with custom implementations in the future.
    James
    @ReDucTor
    the replacing with custom implementations is always a bit of a code smell
    fixing up some windows build stuff, looks like unordered_map<T, int[I]> does not work well, so replacing with unordered_map<T, array<int, I>> don't know if to move std::array into BsStdHeaders.h
    Marko Pintera
    @BearishSun
    It's not code smell if it's more a performant implementation that's better suited for your application. One good example is unordered_map which uses chaining, which is not the most efficient implementation for pretty much any case, yet it's required by the standard.
    Andre Taulien
    @ataulien
    @ReDucTor EA made their own STL because the standard one was too slow: https://github.com/electronicarts/EASTL
    James
    @ReDucTor
    There are definitely use cases, such as make unordered map a flat map, however I see alot of the time companies make their own and it adds no value, just extra code to maintain and not follow the standard
    James
    @ReDucTor
    Is the 'bsf' submodule updating automated?
    James
    @ReDucTor
    Should bsf repo have cla validation also?
    James
    @ReDucTor
    Is there an example/demo project?
    James
    @ReDucTor

    Within ScriptAssemblyManager::getReflectableFromManagedObject there is a check for class types

                MonoPrimitiveType monoPrimitiveType = MonoUtil::getPrimitiveType(klass);
                if(monoPrimitiveType != MonoPrimitiveType::Class)
                {
                    LOGWRN("Unsupported type provided.");
                    return nullptr;
                }

    This causes issues with boxed value types (e.g. Vector3 and Quaternion), this causes some issues with the scene window not saving the positions correctly when it attempts to save the camera position in OnDestroy

    It's probably a sign that Vector3 and Quaternion should be accepted be first class preference types, to avoid unnecessary boxing
    Marko Pintera
    @BearishSun
    It's not automated, I update the version manually. bsf API is broken relatively often and things need to be tweaked on Banshee end in that case.
    No CLA validation for bsf as its under a more permissive license anyway.
    No demo project, just C++-only examples for bsf.
    Nice catch on the value-type thing. I've submitted a fix. I agree vector and quaternion types should be treated as primitives and skip boxing, but it's not something I had time to get around to yet.
    James
    @ReDucTor
    created some pull requests with a few build fixes if you want to check them out
    is there a formatting standard for the code base to run through clang format?
    James
    @ReDucTor
    What is the expected CWD for Banshee3D to run from? The bin directory? Paths::findPath attempts to use relative to CWD paths first, but some uses for it are Paths::RELEASE_ASSEMBLY_PATH = "bin/Assemblies/Release/" which assumes that its above bin
    Andre Taulien
    @ataulien
    @BearishSun We have a color which changes for each instance of the object we're trying to render. How would we pass them down to the shader?
    Should we copy the material for each instance of the object and set the color there? Is that somewhat efficient?
    James
    @ReDucTor
    Is Tools->Settings window broken?
    nm opening for me now
    dont know why it wasnt before
    James
    @ReDucTor
    Is "OnUpdate" fixed or variable? If its variable is there a delta time variable?
    Andre Taulien
    @ataulien
    @ReDucTor onUpdate should be dynamic. There is also a onFixedUpdate or so. I'll look it up
    gTime().getFrameDelta(); gives you the time since the last frame
    James
    @ReDucTor
    Does gTime() exist in C#?
    Andre Taulien
    @ataulien
    ah, I don't know about C#. I've been using the C++ interface
    In C++ there is also gTime().getFixedFrameDelta() which is the delta onFixedUpdate runs at.
    Actually, the two methods are just called update and fixedUpdate in C++, I don't know the names in C#.
    James
    @ReDucTor
    found it Time.FrameDelta
    Marko Pintera
    @BearishSun

    @ReDucTor
    There's a coding style guide here: http://docs.bsframework.io/nightly/Developer_Manuals/codeStyle.html, but not a clang format definition.

    CWD is the root install folder. bin sub-folder is currently for C# stuff and mostly due to legacy reasons, and will likely change. There might be other changes needed to the folder structure so it works better with Linux structure but I haven't gotten that far yet.

    @ataulien
    That's the intended use case yeah. Separate material resource, each with its own color. If it's a lot of colors you can create the materials programatically as well (Material.Clone() could come in handy in that case).

    I've set up a Discord server for Banshee/BSF: https://discord.gg/8Xyf5gF

    We're likely going to replace gitter with it officially, unless there are objections. You can start joining and chatting there if you wish.

    James
    @ReDucTor
    With the CWD, I suspect many people will run the binary directory, in which case the CWD would be the bin directory, if the bin directory is abandoned then this would not be the case
    VinnyVicious
    @VinnyVicious
    @BearishSun bsf is really nice
    thanks for the hard work on this and releasing under a permissive license
    there's a real lack in rendering libs out there
    being able to use bsf without the full blown engine is awesome
    anyway, thanks again