fix polygon selection and add steam deploy script

This commit is contained in:
2019-05-02 18:00:59 +02:00
parent 54c0df9ed6
commit d03f5441b0
6 changed files with 72 additions and 1 deletions

4
.gitignore vendored
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@@ -27,3 +27,7 @@ PanoPainterPackage/_pkginfo.txt
PanoPainterPackage/AppPackages/ PanoPainterPackage/AppPackages/
PanoPainterPackage/BundleArtifacts/ PanoPainterPackage/BundleArtifacts/
Thumbs.db Thumbs.db
steam/content/
steam/output/
steam/steamid\.txt

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@@ -706,7 +706,7 @@ void CanvasModeMaskLine::leave(kCanvasMode next)
{ {
if (next != kCanvasMode::Draw && next != kCanvasMode::Erase && next != kCanvasMode::Line) if (next != kCanvasMode::Draw && next != kCanvasMode::Erase && next != kCanvasMode::Line)
{ {
m_points2d.clear(); m_points.clear();
m_active_tool = false; m_active_tool = false;
Canvas::I->m_smask_active = false; Canvas::I->m_smask_active = false;
} }
@@ -1355,6 +1355,7 @@ void CanvasModeTransform::leave(kCanvasMode next)
layer->optimize(); layer->optimize();
//auto m = static_cast<CanvasModeMaskFree*>(Canvas::I->modes[(int)kCanvasMode::MaskFree][0]); //auto m = static_cast<CanvasModeMaskFree*>(Canvas::I->modes[(int)kCanvasMode::MaskFree][0]);
//m->clear(); //m->clear();
Canvas::I->draw_merge();
} }
void CanvasModeTransform::on_Draw(const glm::mat4& ortho, const glm::mat4& proj, const glm::mat4& camera) void CanvasModeTransform::on_Draw(const glm::mat4& ortho, const glm::mat4& proj, const glm::mat4& camera)

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@@ -689,6 +689,7 @@ int main(int argc, char** argv)
return -1; // A negative number because you are a negative one return -1; // A negative number because you are a negative one
} }
bool start_in_vr = false;
if (argc > 1) if (argc > 1)
{ {
switch (const_hash(argv[1])) switch (const_hash(argv[1]))
@@ -697,6 +698,9 @@ int main(int argc, char** argv)
App::I.initShaders(); App::I.initShaders();
App::I.cmd_convert(argv[2], argv[3]); App::I.cmd_convert(argv[2], argv[3]);
return 0; return 0;
case const_hash("-vrmode"):
start_in_vr = true;
break;
default: default:
break; break;
} }
@@ -844,6 +848,9 @@ int main(int argc, char** argv)
SetTimer(hWnd, 1, 500, NULL); SetTimer(hWnd, 1, 500, NULL);
if (start_in_vr)
App::I.vr_start();
MSG msg; MSG msg;
LOG("start main loop"); LOG("start main loop");
while (running == 1) while (running == 1)

13
steam/build.bat Normal file
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@@ -0,0 +1,13 @@
@echo off
mkdir content
xcopy /I /D /Y /S "..\x64\Release\*.dll" content
xcopy /I /D /Y /S "..\data\*" content\data\
for /f %%i in ('git rev-parse --abbrev-ref HEAD') do set BRANCH=%%i
for /f %%i in ('git log "--pretty=format:%%h" -n 1') do set HASH=%%i
for /f %%i in ('git rev-list --count HEAD') do set COUNT=%%i
for /f %%i in ('git describe --tags "--abbrev=0"') do set TAG=%%i
set VERSION=%TAG%.%COUNT% (%HASH%-%BRANCH%)
echo Building version %VERSION%
set /p ID=<steamid.txt
steamcmd.exe +login %ID% +drm_wrap 954880 "%~dp0..\x64\Release\PanoPainter.exe" "%~dp0content\PanoPainter.exe" drmtoolp 0 +run_app_build -desc "%VERSION%" "%~dp0scripts\app_build_954880.vdf" +quit
pause

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@@ -0,0 +1,15 @@
"appbuild"
{
"appid" "954880"
"desc" "Your build description here" // description for this build
"buildoutput" "..\output\" // build output folder for .log, .csm & .csd files, relative to location of this file
"contentroot" "..\content\" // root content folder, relative to location of this file
"setlive" "" // branch to set live after successful build, non if empty
"preview" "0" // to enable preview builds
"local" "" // set to flie path of local content server
"depots"
{
"954881" "depot_build_954881.vdf"
}
}

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@@ -0,0 +1,31 @@
"DepotBuildConfig"
{
// Set your assigned depot ID here
"DepotID" "954881"
// Set a root for all content.
// All relative paths specified below (LocalPath in FileMapping entries, and FileExclusion paths)
// will be resolved relative to this root.
// If you don't define ContentRoot, then it will be assumed to be
// the location of this script file, which probably isn't what you want
// "ContentRoot" "D:\MyGame\rel\master\"
// include all files recursivley
"FileMapping"
{
// This can be a full path, or a path relative to ContentRoot
"LocalPath" "*"
// This is a path relative to the install folder of your game
"DepotPath" "."
// If LocalPath contains wildcards, setting this means that all
// matching files within subdirectories of LocalPath will also
// be included.
"recursive" "1"
}
// but exclude all symbol files
// This can be a full path, or a path relative to ContentRoot
"FileExclusion" "*.pdb"
}