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Snapshot Save Single Action #7500
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Extensions/Physics3DBehavior/PhysicsCharacter3DRuntimeBehavior.ts
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Extensions/Physics3DBehavior/PhysicsCharacter3DRuntimeBehavior.ts
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Extensions/Physics3DBehavior/PhysicsCharacter3DRuntimeBehavior.ts
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Extensions/TopDownMovementBehavior/topdownmovementruntimebehavior.ts
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GDJS/Runtime/runtimescene.ts
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| this._loadStorageName = storageName; | ||
| } | ||
| if (sceneVar) { | ||
| this._loadVariable = sceneVar; |
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are those values cleared the next time we use the function without the sceneVar and storageName?
If not, I think we should always set the value from what's coming from the props of the function.
This will allow setting undefined or whatever string/variable is passed
GDJS/Runtime/runtimescene.ts
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| return this._cachedGameResolutionHeight / 2; | ||
| } | ||
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| getIsLoadingRequest() { |
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Should be named getIsLoadingRequested for consistency purposes
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Or just isLoadingRequested
…to step function of scenestack, switch from browser localstorage to indexedDB
…added some constants in separated files for clarity
…unctions, renamed functions for clarity
…ransmission for volume in audiomanager, added syncOptions for all getNetworkSyncData.
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| if (oldObjectData.width !== newObjectData.width) { | ||
| this.setWidth(newObjectData.width); | ||
| } | ||
| if (oldObjectData.height !== newObjectData.height) { | ||
| this.setHeight(newObjectData.height); | ||
| } |
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Why removing this from the hot-reload?
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Looks like a mistake. It should not be removed, it's different from the network sync
| if (networkSyncData.d !== undefined) { | ||
| this.setDepth(networkSyncData.d); | ||
| } |
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Isn't this already done by RuntimeObject3D?
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Indeed it should, I don't think we need that, the super() call should handle it.
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Closing in favor of #7811 for a clean start |
Save and/or load the whole game using the updateFromNetworkSyncData/getNetworkSyncData methods to write/read a complete JSON. Done in one action for each (at the moment, might change). Right now it writes both on a localFile and localStorage of the browser.