documentation reorganization, dockerfile
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.gitignore
vendored
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.gitignore
vendored
@ -47,7 +47,7 @@
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.testcache
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#docs
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/docs-dist/**
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/docs-dist
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/docs/DoxygenWarningLog.txt
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#imgui local layout
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@ -1,3 +1,3 @@
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#maven.buildNumber.plugin properties file
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#Mon Sep 02 15:21:11 EDT 2024
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buildNumber=315
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#Mon Sep 02 19:29:06 EDT 2024
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buildNumber=317
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@ -1,4 +1,4 @@
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# Doxyfile 1.10.0
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# Doxyfile 1.11.0
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# This file describes the settings to be used by the documentation system
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# doxygen (www.doxygen.org) for a project.
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@ -364,7 +364,7 @@ MARKDOWN_SUPPORT = YES
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# to that level are automatically included in the table of contents, even if
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# they do not have an id attribute.
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# Note: This feature currently applies only to Markdown headings.
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# Minimum value: 0, maximum value: 99, default value: 5.
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# Minimum value: 0, maximum value: 99, default value: 6.
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# This tag requires that the tag MARKDOWN_SUPPORT is set to YES.
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TOC_INCLUDE_HEADINGS = 5
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@ -392,8 +392,8 @@ AUTOLINK_SUPPORT = YES
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# to include (a tag file for) the STL sources as input, then you should set this
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# tag to YES in order to let doxygen match functions declarations and
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# definitions whose arguments contain STL classes (e.g. func(std::string);
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# versus func(std::string) {}). This also make the inheritance and collaboration
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# diagrams that involve STL classes more complete and accurate.
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# versus func(std::string) {}). This also makes the inheritance and
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# collaboration diagrams that involve STL classes more complete and accurate.
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# The default value is: NO.
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BUILTIN_STL_SUPPORT = NO
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@ -405,9 +405,9 @@ BUILTIN_STL_SUPPORT = NO
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CPP_CLI_SUPPORT = NO
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# Set the SIP_SUPPORT tag to YES if your project consists of sip (see:
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# https://www.riverbankcomputing.com/software/sip/intro) sources only. Doxygen
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# will parse them like normal C++ but will assume all classes use public instead
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# of private inheritance when no explicit protection keyword is present.
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# https://www.riverbankcomputing.com/software) sources only. Doxygen will parse
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# them like normal C++ but will assume all classes use public instead of private
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# inheritance when no explicit protection keyword is present.
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# The default value is: NO.
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SIP_SUPPORT = NO
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@ -937,7 +937,7 @@ WARN_LINE_FORMAT = "at line $line of file $file"
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# specified the warning and error messages are written to standard output
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# (stdout).
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WARN_LOGFILE = "DoxygenWarningLog.txt"
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WARN_LOGFILE = DoxygenWarningLog.txt
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#---------------------------------------------------------------------------
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# Configuration options related to the input files
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@ -950,7 +950,8 @@ WARN_LOGFILE = "DoxygenWarningLog.txt"
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# Note: If this tag is empty the current directory is searched.
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INPUT = ../src \
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./src
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./src \
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./src/mainpage.md
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# This tag can be used to specify the character encoding of the source files
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# that doxygen parses. Internally doxygen uses the UTF-8 encoding. Doxygen uses
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@ -967,8 +968,8 @@ INPUT_ENCODING = UTF-8
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# character encoding on a per file pattern basis. Doxygen will compare the file
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# name with each pattern and apply the encoding instead of the default
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# INPUT_ENCODING) if there is a match. The character encodings are a list of the
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# form: pattern=encoding (like *.php=ISO-8859-1). See cfg_input_encoding
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# "INPUT_ENCODING" for further information on supported encodings.
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# form: pattern=encoding (like *.php=ISO-8859-1).
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# See also: INPUT_ENCODING for further information on supported encodings.
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INPUT_FILE_ENCODING =
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@ -1166,7 +1167,7 @@ FILTER_SOURCE_PATTERNS =
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# (index.html). This can be useful if you have a project on for instance GitHub
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# and want to reuse the introduction page also for the doxygen output.
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USE_MDFILE_AS_MAINPAGE =
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USE_MDFILE_AS_MAINPAGE = ./src/mainpage.md
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# The Fortran standard specifies that for fixed formatted Fortran code all
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# characters from position 72 are to be considered as comment. A common
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@ -1424,11 +1425,11 @@ HTML_EXTRA_FILES = src/doxystyle/doxygen-awesome-darkmode-toggle.js \
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# The HTML_COLORSTYLE tag can be used to specify if the generated HTML output
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# should be rendered with a dark or light theme.
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# Possible values are: LIGHT always generate light mode output, DARK always
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# generate dark mode output, AUTO_LIGHT automatically set the mode according to
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# the user preference, use light mode if no preference is set (the default),
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# AUTO_DARK automatically set the mode according to the user preference, use
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# dark mode if no preference is set and TOGGLE allow to user to switch between
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# Possible values are: LIGHT always generates light mode output, DARK always
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# generates dark mode output, AUTO_LIGHT automatically sets the mode according
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# to the user preference, uses light mode if no preference is set (the default),
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# AUTO_DARK automatically sets the mode according to the user preference, uses
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# dark mode if no preference is set and TOGGLE allows a user to switch between
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# light and dark mode via a button.
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# The default value is: AUTO_LIGHT.
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# This tag requires that the tag GENERATE_HTML is set to YES.
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@ -1863,7 +1864,7 @@ MATHJAX_VERSION = MathJax_2
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# Possible values are: HTML-CSS (which is slower, but has the best
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# compatibility. This is the name for Mathjax version 2, for MathJax version 3
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# this will be translated into chtml), NativeMML (i.e. MathML. Only supported
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# for NathJax 2. For MathJax version 3 chtml will be used instead.), chtml (This
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# for MathJax 2. For MathJax version 3 chtml will be used instead.), chtml (This
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# is the name for Mathjax version 3, for MathJax version 2 this will be
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# translated into HTML-CSS) and SVG.
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# The default value is: HTML-CSS.
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@ -2233,6 +2234,14 @@ RTF_STYLESHEET_FILE =
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RTF_EXTENSIONS_FILE =
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# The RTF_EXTRA_FILES tag can be used to specify one or more extra images or
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# other source files which should be copied to the RTF_OUTPUT output directory.
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# Note that the files will be copied as-is; there are no commands or markers
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# available.
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# This tag requires that the tag GENERATE_RTF is set to YES.
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RTF_EXTRA_FILES =
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#---------------------------------------------------------------------------
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# Configuration options related to the man page output
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#---------------------------------------------------------------------------
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@ -2833,7 +2842,7 @@ PLANTUML_INCLUDE_PATH =
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# The DOT_GRAPH_MAX_NODES tag can be used to set the maximum number of nodes
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# that will be shown in the graph. If the number of nodes in a graph becomes
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# larger than this value, doxygen will truncate the graph, which is visualized
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# by representing a node as a red box. Note that doxygen if the number of direct
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# by representing a node as a red box. Note that if the number of direct
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# children of the root node in a graph is already larger than
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# DOT_GRAPH_MAX_NODES then the graph will not be shown at all. Also note that
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# the size of a graph can be further restricted by MAX_DOT_GRAPH_DEPTH.
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46
docs/feedback/09_02_2024.md
Normal file
46
docs/feedback/09_02_2024.md
Normal file
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==Bugs I noticed==
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does not render if resolution isnt 1920x1080
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weird menu interaction potential crash
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items fall below floor
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==Negatives==
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ui has no spacing, small options in center of screen
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no art in main menu, no splash screen, no title screen, no art in way words are presented
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no music
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text and ui issues (getting into the game) (not center aligned, jump to top left, no space between words)
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Ground texture loops
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No real skybox
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No reason for different button presses for each inventory item
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Characters look ugly
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Animations are unfinished
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No feedback on when sword hit person (other than particles/audio)
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Movement of character was fairly responsive, but weight of momentum was off (if stop pressing button, keep drifting)
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No objective
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No progression direction
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No options to do anything
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Nothing had any sound effects to anything
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Viewmodel was bad
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Perspective was awkward and static
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Felt wrong that couldn't do anything with hands other than pick up tools
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Expected Ctrl to crouch
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menu sfx is bad
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==Positives==
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Not bloated yet
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Loaded on first try (didn't lag out)
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Connect worked on first press
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Loading didn't take time
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No lengthy tutorial
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Spacebar worked as expected
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==Parts I was looking for feedback on in particular==
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Hitlag on collision from weapons
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Swings had no wind up and no follow through
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Animations for swing are responsive (good!), but a slighty windup and lots of followthrough/reset is important
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- Screen shake/sway could be useful
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- Hard to tell range of sword
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- Something about perspective of view model was weird (fish eye maybe made it weird?)
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- Blocking felt good
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- It came up fast
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- SFX was good
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- No health or stakes
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@ -1,4 +1,4 @@
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@page architectureindex Engine Architecture
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@page architectureindex Architecture
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[TOC]
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- @subpage networking
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@ -16,6 +16,9 @@
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- @subpage hitboxesindex
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- @subpage drawcell
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- @subpage scriptengine
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- @subpage server
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- @subpage indexrendering
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- @subpage entitytypesindex
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# What is this section
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@ -1,5 +0,0 @@
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@page codegenindex Internal Code Generation
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[TOC]
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- @subpage codegen
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@ -1,5 +0,0 @@
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@page indexdocumentation Documentation
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[TOC]
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- @subpage doxygen
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@page highleveldesignindex High Level Game Design
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@page highleveldesignindex Game Design
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Discussion of, at a high game-design level, how everything should work and connect together
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[TOC]
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- @subpage whatmakesaquestgood
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- @subpage narrativearcdesign
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- @subpage conspiracy
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TODO: describe
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@page themes THemes
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@page themes Themes
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Keep track of an array of themes that are leveraged during generation to make results more cohesive.
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IE, a theme might be "evil", used in generation to grab associated themes for villians.
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7
docs/src/mainpage.md
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7
docs/src/mainpage.md
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@mainpage Renderer Documentation
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[TOC]
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- @subpage architectureindex
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- @subpage toolsindex
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- @subpage highleveldesignindex
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- @subpage progress
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@ -1,3 +1,4 @@
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@page currenttarget Current Target
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+ client fires up and there's a menu that takes you to the demo
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Demo menu
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+ spawn into the world
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7
docs/src/progress/progress.md
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7
docs/src/progress/progress.md
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@page progress Progress
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[TOC]
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- @subpage renderertodo
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- @subpage currenttarget
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- @subpage bigthings
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- @subpage indexdebug
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@ -1,17 +0,0 @@
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@page testing Testing
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Eventual goal is to have unit tests for parts of the engine that it makes sense for. Some ideas:
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- Loading assets
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- UI functionality
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- Basic behavior trees
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- Script Engine
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- AI
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- Networking
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Current CI is Jenkins, which has a plugin
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https://plugins.jenkins.io/xvfb/
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that allows for graphical sessions while building
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I need to figure out hooking this up to my container in order to do most of the above testing
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@ -1,5 +1,7 @@
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@page blenderindex Blender
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Tutorials on performing various tasks while in Blender
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[TOC]
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- @subpage blenderscenesetup
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- @subpage WeavingMeshes
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@page codegen Internal Field Synchronization
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@page codegenindex Internal Code Generation
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## Behavior Trees
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@page doxygen Documentation System Explanation
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@page indexdocumentation Documentation
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The engine uses doxygen to document its features, code, and organization.
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## Building
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36
docs/src/tools/testing/jenkins.md
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36
docs/src/tools/testing/jenkins.md
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@page jenkins Jenkins
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Jenkins is used as the CI server for the engine. It automatically runs testing every time a new commit is uploaded to the git server.
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# Stages
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## Setup
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Sets up the build environment. This is where file permissions are set and tools are downloaded.
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## Check Environment
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Gathers information about the build environment. This gets versions of build tools.
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## Build (Engine)
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Builds the core game engine.
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## Build (Documentation)
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Builds the documentation.
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## Test
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Performs all automated tests for the game engine. If this step fails, it triggers the test debugging step.
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## DebugTests
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Re-tests the engine with lots of helpful tools turn on. The memory-tracing jar is turned on. The logging is also set to maximum.
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# Xvfb
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The environment uses [Xvfb](https://en.wikipedia.org/wiki/Xvfb) to render the engine on headless servers. This allows for fully end-to-end testing of the graphical side of the engine.
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7
docs/src/tools/toolsindex.md
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7
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@page toolsindex Tools
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[TOC]
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- @subpage blenderindex
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- @subpage codegenindex
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- @subpage indexdocumentation
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- @subpage jenkins
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22
tools/jenkinsDockerfile
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22
tools/jenkinsDockerfile
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FROM jenkins/jenkins:lts-jdk17
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USER root
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# C Build Utils
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RUN apt-get update && apt-get install -y build-essential
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# Python (cant find package atm)
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# RUN apt-get update && apt-get install -y python
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# Doxygen
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RUN apt-get update && apt-get install -y wget
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RUN cd /tmp && \
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mkdir doxygen && \
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cd doxygen && \
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wget https://www.doxygen.nl/files/doxygen-1.11.0.linux.bin.tar.gz && \
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tar -xzvf ./doxygen-1.11.0.linux.bin.tar.gz && \
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cp ./doxygen-1.11.0/bin/* /usr/local/bin/
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# xvfb for jenkins plugin + dependencies required to actually render lwjgl
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RUN apt-get update && apt-get install -y xvfb mesa-utils libxrender1 libxext6 libxtst6 libxi6
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USER jenkins
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