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ID | Project | Category | View Status | Date Submitted | Last Update | ||||||||
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0001185 | OpenClonk | Engine | public | 2014-12-12 14:58 | 2018-01-07 12:20 | ||||||||
Reporter | Sven2 | ||||||||||||
Assigned To | |||||||||||||
Priority | normal | Severity | feature | Reproducibility | N/A | ||||||||
Status | acknowledged | Resolution | open | ||||||||||
Product Version | |||||||||||||
Target Version | 9.0 | Fixed in Version | |||||||||||
Summary | 0001185: Put mesh materials and sounds into namespaces | ||||||||||||
Description | Mesh material names and local definition sound names are often picked carelessly although they all reside in a global namespace. I think we should introduce namespaces for the case that you want to use sounds or materials outside their source definition. So, for example, the farmer clonk mesh and material would just be called "farmer" and if you reference it from another definition, you could do so by addressing it as "Clonk::farmer". | ||||||||||||
Tags | No tags attached. | ||||||||||||
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Sven2 (developer) 2014-12-12 15:00 |
By the way: Having a list of local sounds per definition would also allow us to re-load local sounds if sound is activated at runtime (which does not work currently). |
Sven2 (developer) 2015-12-07 05:32 |
Done for sounds. |
Caesar (developer) 2018-01-07 12:20 |
No more new features for OC8. |
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Date Modified | Username | Field | Change |
---|---|---|---|
2014-12-12 14:58 | Sven2 | New Issue | |
2014-12-12 15:00 | Sven2 | Note Added: 0003235 | |
2015-08-11 10:00 | Clonkonaut | Relationship added | related to 0000823 |
2015-08-11 10:01 | Clonkonaut | Status | new => acknowledged |
2015-12-07 05:32 | Sven2 | Note Added: 0004281 | |
2015-12-07 05:32 | Sven2 | Target Version | => 8.0 |
2018-01-07 12:20 | Caesar | Target Version | 8.0 => 9.0 |
2018-01-07 12:20 | Caesar | Note Added: 0006002 |