Forge test
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@@ -144,7 +144,7 @@ void _jolt_world_create() {
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void _jolt_world_update() {
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#ifdef is_forge
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const int cCollisionSteps = 16;
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const int cCollisionSteps = 2;
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#else
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const int cCollisionSteps = 1;
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#endif
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@@ -228,6 +228,10 @@ void *_jolt_body_create(int shape, float mass, float dimx, float dimy, float dim
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BodyCreationSettings settings(shape_c, RVec3(x, y, z), Quat::sIdentity(), mass == 0 ? EMotionType::Static : EMotionType::Dynamic,
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mass == 0 ? Layers::NON_MOVING : Layers::MOVING);
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#ifdef is_forge
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settings.mAllowSleeping = false;
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#endif
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// if (ccd) {
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if (shape != 2) { // != Mesh
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settings.mMotionQuality = EMotionQuality::LinearCast;
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@@ -428,7 +428,14 @@ function context_create(): context_t {
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c.brush_opacity = 1.0;
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c.brush_opacity_handle = ui_handle_create();
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c.brush_opacity_handle.value = 1.0;
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///if is_forge
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let atlas_w: i32 = 8192; // config_get_texture_res();
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let item_w: i32 = 4096;
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let atlas_stride: i32 = atlas_w / item_w;
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c.brush_scale = atlas_stride;
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///else
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c.brush_scale = 1.0;
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///end
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c.brush_angle = 0.0;
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c.brush_angle_handle = ui_handle_create();
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c.brush_angle_handle.value = 0.0;
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@@ -307,11 +307,6 @@ function gizmo_update() {
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if (context_raw.gizmo_started) {
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context_raw.gizmo_drag_last = context_raw.gizmo_drag;
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}
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///if is_forge
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util_mesh_remove_merged();
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render_path_raytrace_ready = false;
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///end
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}
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_input_occupied = (context_raw.translate_x || context_raw.translate_y || context_raw.translate_z || context_raw.scale_x || context_raw.scale_y || context_raw.scale_z || context_raw.rotate_x || context_raw.rotate_y || context_raw.rotate_z) && mouse_view_x() < base_w();
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@@ -195,9 +195,11 @@ function render_path_base_commands(draw_commands: ()=>void) {
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render_path_paint_draw();
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///if (arm_direct3d12 || arm_vulkan || arm_metal)
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if (context_raw.viewport_mode == viewport_mode_t.PATH_TRACE) {
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if (context_raw.viewport_mode == viewport_mode_t.PATH_TRACE) {
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let use_live_layer: bool = context_raw.tool == workspace_tool_t.MATERIAL;
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render_path_raytrace_draw(use_live_layer);
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context_raw.foreground_event = false; // render_path_paint_end();
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render_path_base_end();
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return;
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}
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///end
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