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	<channel>
		<title><![CDATA[Esenthel Forum - Feature Requests]]></title>
		<link>https://esenthel.com/forum/</link>
		<description><![CDATA[Esenthel Forum - https://esenthel.com/forum]]></description>
		<pubDate>Sun, 19 Apr 2026 12:21:12 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[some request]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=11747</link>
			<pubDate>Sun, 24 Nov 2024 08:50:47 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=11747</guid>
			<description><![CDATA[editor need some improvments.<br />
<br />
-need uv image texture( material has to be rotate function or can place image like a texture in terrain like stencil image paint in blender)<br />
-in terran mode sometimes when left click object dissapear(it delete obj)<br />
-need to change default value of reflectivity to 500 in material properties<br />
-when make uv scale value lower values picture blurring in material properties window]]></description>
			<content:encoded><![CDATA[editor need some improvments.<br />
<br />
-need uv image texture( material has to be rotate function or can place image like a texture in terrain like stencil image paint in blender)<br />
-in terran mode sometimes when left click object dissapear(it delete obj)<br />
-need to change default value of reflectivity to 500 in material properties<br />
-when make uv scale value lower values picture blurring in material properties window]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Character selection for P2]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=11597</link>
			<pubDate>Sat, 06 Apr 2024 17:11:36 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=11597</guid>
			<description><![CDATA[For <span style="font-weight: bold;">1 PLAYER</span> and <span style="font-weight: bold;">PRACTICE</span>, the second character is randomly selected by CPU.<br />
<br />
I would very much like the ability to select the second character and their weapon manually, just as I do for the first character.<br />
<br />
Invisible weapons of each type would also be great to have.<br />
<br />
<br />
A lesser request:  For <span style="font-weight: bold;">PRACTICE</span>, it would be nice to be able to select CPU actions.  My favorite implementation of this functionality is in Soul Calibur 6, where up to two moves can be selected for CPU, along with the time delay between them.]]></description>
			<content:encoded><![CDATA[For <span style="font-weight: bold;">1 PLAYER</span> and <span style="font-weight: bold;">PRACTICE</span>, the second character is randomly selected by CPU.<br />
<br />
I would very much like the ability to select the second character and their weapon manually, just as I do for the first character.<br />
<br />
Invisible weapons of each type would also be great to have.<br />
<br />
<br />
A lesser request:  For <span style="font-weight: bold;">PRACTICE</span>, it would be nice to be able to select CPU actions.  My favorite implementation of this functionality is in Soul Calibur 6, where up to two moves can be selected for CPU, along with the time delay between them.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[lua next to c++ ?]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=11489</link>
			<pubDate>Mon, 08 Jan 2024 15:38:13 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=11489</guid>
			<description><![CDATA[Can it be made to support lua as well next to c++ at a certain point in the future, when you have the time of course. or is it the underlying structure of the engine does not support such feature. Lua is the easiest language i have tried but if you do not like it, any other high level language of you choice.]]></description>
			<content:encoded><![CDATA[Can it be made to support lua as well next to c++ at a certain point in the future, when you have the time of course. or is it the underlying structure of the engine does not support such feature. Lua is the easiest language i have tried but if you do not like it, any other high level language of you choice.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Editor Enhancement.]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=11367</link>
			<pubDate>Sun, 04 Dec 2022 10:10:00 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=11367</guid>
			<description><![CDATA[Instant import from assets directory.<br />
<br />
<br />
Bookmarks list for setting code navigation points so jumping around in large projects is fast.<br />
Like the star in ubuntu.]]></description>
			<content:encoded><![CDATA[Instant import from assets directory.<br />
<br />
<br />
Bookmarks list for setting code navigation points so jumping around in large projects is fast.<br />
Like the star in ubuntu.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Add a new damage system in Dragon Fury]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=11349</link>
			<pubDate>Tue, 25 Oct 2022 16:48:38 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=11349</guid>
			<description><![CDATA[Hello! Maybe you will try to make a new damage system for game?<br />
Or make it like a mod for game.<br />
My idea is:<br />
points of damage<br />
1. Head (50% of damage)<br />
2. shoulders ( 10% of damage)<br />
3. Upper belly (40%  of damage)<br />
4. Middle belly (20% of damage)<br />
5. Lower belly (15% of damage) <br />
6. Hips (10% of damage)<br />
next idea is make all without HP for all character.<br />
All "points" have a 100% HP. and when HP is done is make a next situation for animation character.<br />
1. Head - dizzy, fall on spine after punch in head.<br />
2. Shoulders - character not make a power punch by hands<br />
3. 4. 5. All belly. Fall on knee and bend over, after all punch in this area.<br />
6. Hips - character not make a power punch by legs and dizzy.<br />
After 3 points is done of HP character is lose.]]></description>
			<content:encoded><![CDATA[Hello! Maybe you will try to make a new damage system for game?<br />
Or make it like a mod for game.<br />
My idea is:<br />
points of damage<br />
1. Head (50% of damage)<br />
2. shoulders ( 10% of damage)<br />
3. Upper belly (40%  of damage)<br />
4. Middle belly (20% of damage)<br />
5. Lower belly (15% of damage) <br />
6. Hips (10% of damage)<br />
next idea is make all without HP for all character.<br />
All "points" have a 100% HP. and when HP is done is make a next situation for animation character.<br />
1. Head - dizzy, fall on spine after punch in head.<br />
2. Shoulders - character not make a power punch by hands<br />
3. 4. 5. All belly. Fall on knee and bend over, after all punch in this area.<br />
6. Hips - character not make a power punch by legs and dizzy.<br />
After 3 points is done of HP character is lose.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Scalable Slot display in model editor]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=10585</link>
			<pubDate>Thu, 03 Mar 2022 17:13:14 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=10585</guid>
			<description><![CDATA[Sometime it is really hard to do slot stuff on small object which require slots because of their display size is too big to see<br />
<br />
<a href="https://i.gyazo.com/eb6382456086d772afbb3ceaf30bc6bb.png" target="_blank">https://i.gyazo.com/eb6382456086d772afbb...0bc6bb.png</a><br />
<br />
It is sweet if there is an option in model editor that adjust display size of slots<br />
<br />
<a href="https://i.gyazo.com/d9a90143cadd65e508fdaf1e102ca534.png" target="_blank">https://i.gyazo.com/d9a90143cadd65e508fd...2ca534.png</a><br />
<br />
Slots are still selectable but hovering all slots to see its displayed name is frustrating <img src="images/smilies/grin.gif" style="vertical-align: middle;" border="0" alt="grin" title="grin" />]]></description>
			<content:encoded><![CDATA[Sometime it is really hard to do slot stuff on small object which require slots because of their display size is too big to see<br />
<br />
<a href="https://i.gyazo.com/eb6382456086d772afbb3ceaf30bc6bb.png" target="_blank">https://i.gyazo.com/eb6382456086d772afbb...0bc6bb.png</a><br />
<br />
It is sweet if there is an option in model editor that adjust display size of slots<br />
<br />
<a href="https://i.gyazo.com/d9a90143cadd65e508fdaf1e102ca534.png" target="_blank">https://i.gyazo.com/d9a90143cadd65e508fd...2ca534.png</a><br />
<br />
Slots are still selectable but hovering all slots to see its displayed name is frustrating <img src="images/smilies/grin.gif" style="vertical-align: middle;" border="0" alt="grin" title="grin" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Indirect light]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=10477</link>
			<pubDate>Tue, 14 Sep 2021 17:36:59 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=10477</guid>
			<description><![CDATA[1) Light maps baking<br />
2) Propagation volumes<br />
3) Or something I don't know...]]></description>
			<content:encoded><![CDATA[1) Light maps baking<br />
2) Propagation volumes<br />
3) Or something I don't know...]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Clicking on Parts in Mesh Editor -> Material Editor update]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=10467</link>
			<pubDate>Sat, 04 Sep 2021 18:31:41 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=10467</guid>
			<description><![CDATA[Now I see that the material editor always shows the red focused/selected material<br />
from the "Outliner".<br />
<br />
However, it would speed up editing quite a bit if there was some possibility<br />
to update the material in the Material Editor when clicking on parts in the Mesh Editor<br />
to the material that is assigned to that specific part. <br />
<br />
Maybe only when "edit selected" is checked? Or maybe just another button inside the "Parts" Subwindow to "locate material" of the selected part or something like that?<br />
Maybe just an entry in the right-click window? Something at least to <br />
find a material of a selected mesh-part more quickly.<br />
<br />
Let me know what you think.]]></description>
			<content:encoded><![CDATA[Now I see that the material editor always shows the red focused/selected material<br />
from the "Outliner".<br />
<br />
However, it would speed up editing quite a bit if there was some possibility<br />
to update the material in the Material Editor when clicking on parts in the Mesh Editor<br />
to the material that is assigned to that specific part. <br />
<br />
Maybe only when "edit selected" is checked? Or maybe just another button inside the "Parts" Subwindow to "locate material" of the selected part or something like that?<br />
Maybe just an entry in the right-click window? Something at least to <br />
find a material of a selected mesh-part more quickly.<br />
<br />
Let me know what you think.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Tone Mapper / Color Grading]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=10466</link>
			<pubDate>Sat, 04 Sep 2021 15:33:05 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=10466</guid>
			<description><![CDATA[Coming to the engine quite "late", I was surprised how good the engine can <br />
actually look, given the mostly pretty old examples. <br />
I am quite sure a tone-mapper would push this even further.<br />
<br />
Some people have suggested pretty heavy lifting stuff like <br />
Realtime GI, SSGI or SSR, Lightmap-baking and similar things<br />
which more likely than not may be pretty heavy on the time-consuming side.<br />
<br />
I think a tone-mapper would already go quite a long way.<br />
I think actually only one is needed, maybe just with some simple<br />
adjustment options: ACES Filmic. <br />
<br />
There is this:<br />
<br />
<a href="https://github.com/TheRealMJP/BakingLab/blob/master/BakingLab/ToneMapping.hlsl" target="_blank">https://github.com/TheRealMJP/BakingLab/...pping.hlsl</a><br />
<br />
and this:<br />
<a href="https://github.com/dmnsgn/glsl-tone-map" target="_blank">https://github.com/dmnsgn/glsl-tone-map</a><br />
<a href="https://github.com/armory3d/armory/blob/master/Shaders/std/tonemap.glsl" target="_blank">https://github.com/armory3d/armory/blob/...nemap.glsl</a><br />
<br />
So probably this can be compiled manually into the engine on a per-user basis. <br />
<br />
However, I think a proper color-grading / tone mapping integration<br />
would help a lot to further improve the general look of the engine for everyone <br />
looking at it that doesn't want (or can) compile shaders into the engine.<br />
<br />
I also think this might actually be not too time-consuming? Not sure though.]]></description>
			<content:encoded><![CDATA[Coming to the engine quite "late", I was surprised how good the engine can <br />
actually look, given the mostly pretty old examples. <br />
I am quite sure a tone-mapper would push this even further.<br />
<br />
Some people have suggested pretty heavy lifting stuff like <br />
Realtime GI, SSGI or SSR, Lightmap-baking and similar things<br />
which more likely than not may be pretty heavy on the time-consuming side.<br />
<br />
I think a tone-mapper would already go quite a long way.<br />
I think actually only one is needed, maybe just with some simple<br />
adjustment options: ACES Filmic. <br />
<br />
There is this:<br />
<br />
<a href="https://github.com/TheRealMJP/BakingLab/blob/master/BakingLab/ToneMapping.hlsl" target="_blank">https://github.com/TheRealMJP/BakingLab/...pping.hlsl</a><br />
<br />
and this:<br />
<a href="https://github.com/dmnsgn/glsl-tone-map" target="_blank">https://github.com/dmnsgn/glsl-tone-map</a><br />
<a href="https://github.com/armory3d/armory/blob/master/Shaders/std/tonemap.glsl" target="_blank">https://github.com/armory3d/armory/blob/...nemap.glsl</a><br />
<br />
So probably this can be compiled manually into the engine on a per-user basis. <br />
<br />
However, I think a proper color-grading / tone mapping integration<br />
would help a lot to further improve the general look of the engine for everyone <br />
looking at it that doesn't want (or can) compile shaders into the engine.<br />
<br />
I also think this might actually be not too time-consuming? Not sure though.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[My open criticism to this engine]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=10458</link>
			<pubDate>Fri, 27 Aug 2021 13:55:34 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=10458</guid>
			<description><![CDATA[1) This website style and UI looks like 25+ years old.<br />
2) Nowadays a game engine without Discord server for devs to hang out is like a engine that doesn't move forward with the time. Same for twitter.<br />
3) Logo would be very good for a medieval RPG game, but not for an engine. Imagine a futuristic space shooter with this logo somewhere in.<br />
4) About the "Clutter free UI". I and billion other folks really enjoy the layout Unity (or Unreal and most other engines). Having a window for stuff in scene, assets in project and inspector/properties brings order and cleanness to the workflow (things are separated by logic). For more space just get second monitor or wide one. Anyway this is highly subjective.<br />
5) No Vulkan or Metal API!!!<br />
6) The editor UI needs some work. For example text inside Buttons is to big, the 3D effects are lame and so on. Simplicity/symmetry and cleanness is the answer here. A good example would be Ue5 Editor and VS Code dark theme.<br />
<br />
7) IK is a must be for a modern engine as well advanced destruction.<br />
8) Area light is also a must be.<br />
9) Easy Multithreading and compute shader support is also a must be.<br />
<br />
10) Lighting seems very flat and makes terrain and meshes appear Pale in daylight. And I see no strategy for indirect light (GI, Lightmaps for static, probes...).<br />
<br />
11) Some stuff in "Tutorials" project is broken with latest Engine "  Main.cpp<br />
C:\Engines\Esenthel\Projects\_Build_\04 - Lights\Source\Main.cpp(37,9): error C2039: 'ambient': is not a member of 'EE::Material' [C:\Engines\Esenthel\Projects\_Build_\04 - Lights\Project.vcxproj]". Maybe those examples need some Unit tests?<br />
<br />
Otherwise very interesting engine. Keep the good work going!!!!!]]></description>
			<content:encoded><![CDATA[1) This website style and UI looks like 25+ years old.<br />
2) Nowadays a game engine without Discord server for devs to hang out is like a engine that doesn't move forward with the time. Same for twitter.<br />
3) Logo would be very good for a medieval RPG game, but not for an engine. Imagine a futuristic space shooter with this logo somewhere in.<br />
4) About the "Clutter free UI". I and billion other folks really enjoy the layout Unity (or Unreal and most other engines). Having a window for stuff in scene, assets in project and inspector/properties brings order and cleanness to the workflow (things are separated by logic). For more space just get second monitor or wide one. Anyway this is highly subjective.<br />
5) No Vulkan or Metal API!!!<br />
6) The editor UI needs some work. For example text inside Buttons is to big, the 3D effects are lame and so on. Simplicity/symmetry and cleanness is the answer here. A good example would be Ue5 Editor and VS Code dark theme.<br />
<br />
7) IK is a must be for a modern engine as well advanced destruction.<br />
8) Area light is also a must be.<br />
9) Easy Multithreading and compute shader support is also a must be.<br />
<br />
10) Lighting seems very flat and makes terrain and meshes appear Pale in daylight. And I see no strategy for indirect light (GI, Lightmaps for static, probes...).<br />
<br />
11) Some stuff in "Tutorials" project is broken with latest Engine "  Main.cpp<br />
C:\Engines\Esenthel\Projects\_Build_\04 - Lights\Source\Main.cpp(37,9): error C2039: 'ambient': is not a member of 'EE::Material' [C:\Engines\Esenthel\Projects\_Build_\04 - Lights\Project.vcxproj]". Maybe those examples need some Unit tests?<br />
<br />
Otherwise very interesting engine. Keep the good work going!!!!!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Is it time to move to more modern GPU API's?]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=10457</link>
			<pubDate>Fri, 27 Aug 2021 11:39:52 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=10457</guid>
			<description><![CDATA[DirectX 12/11, Vulkan, Metal, OpenGL]]></description>
			<content:encoded><![CDATA[DirectX 12/11, Vulkan, Metal, OpenGL]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Visual 'bug' in EE Editor]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=10391</link>
			<pubDate>Sat, 10 Jul 2021 08:15:47 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=10391</guid>
			<description><![CDATA[Hi there,<br />
<br />
I know that this has been a thing for the last couple of years, and I would not consider it a bug, but I do think it could look a bit nicer. In the attached screenshot, one can see that the checkboxes for running an application are static and when the App name is a bit longer, the checkbox is over the text. Dragging the sidebar horizontally to the right side does increase the size, but does not move the checkbox to the right acordingly. This would solve the issue of checkbox/text overlapping in the editor.<br />
<br />
Additionally, when dragging the window, and this is, again, a real small thing, the bottombar menu gets an unused black square due to the horizontal increase of the sidebar. Perpahs the item in the menu where it now states "Offline" could be horizontally increased so the complete sidebar looks more uniform as well?<br /><!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".jpg" />&nbsp;&nbsp;<a href="attachment.php?aid=3206" target="_blank">visual_fly_swap_needed.jpg</a> (Size: 84.56 KB / Downloads: 29)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[Hi there,<br />
<br />
I know that this has been a thing for the last couple of years, and I would not consider it a bug, but I do think it could look a bit nicer. In the attached screenshot, one can see that the checkboxes for running an application are static and when the App name is a bit longer, the checkbox is over the text. Dragging the sidebar horizontally to the right side does increase the size, but does not move the checkbox to the right acordingly. This would solve the issue of checkbox/text overlapping in the editor.<br />
<br />
Additionally, when dragging the window, and this is, again, a real small thing, the bottombar menu gets an unused black square due to the horizontal increase of the sidebar. Perpahs the item in the menu where it now states "Offline" could be horizontally increased so the complete sidebar looks more uniform as well?<br /><!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".jpg" />&nbsp;&nbsp;<a href="attachment.php?aid=3206" target="_blank">visual_fly_swap_needed.jpg</a> (Size: 84.56 KB / Downloads: 29)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Movable Window - Also from children?]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=10328</link>
			<pubDate>Fri, 23 Apr 2021 14:46:44 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=10328</guid>
			<description><![CDATA[Hi,<br />
<br />
In some of the interfaces I created, I overlay a complete imagine over an empty and transparant window to get the desired outcome without too much hassle. However, as an image overlays the window element underneath the completed interface can no longer be moved.<br />
<br />
My feature request would thus be: If the WIN_MOVABLE flag is enabled on a window, allow the interface as a whole to be dragged to a different location by holding the mouse key over its other elements as well (e.g an image).]]></description>
			<content:encoded><![CDATA[Hi,<br />
<br />
In some of the interfaces I created, I overlay a complete imagine over an empty and transparant window to get the desired outcome without too much hassle. However, as an image overlays the window element underneath the completed interface can no longer be moved.<br />
<br />
My feature request would thus be: If the WIN_MOVABLE flag is enabled on a window, allow the interface as a whole to be dragged to a different location by holding the mouse key over its other elements as well (e.g an image).]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Dynamic world needed improvement]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=10285</link>
			<pubDate>Tue, 06 Apr 2021 20:11:10 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=10285</guid>
			<description><![CDATA[Hi there !<br />
I know time and resources to push the engine further are scarce and this might be put on the back burner but i am going to bring it forward nonetheless.<br />
<br />
I think the fondation is superbe and its almost there but there is key things that feels unfinished and no matter how i try to go around it i feel there is roadblocks.<br />
<br />
The grass system works great, but please can we have a way to handle the "wind" on trees and grass so they dont just shuffle randomly ?<br />
As simple as a vec2 that would handle some kind of control ? Per area would be ideal for a wider usage of it but a global is a good start ?!<br />
<br />
For water now, could we have a way to have per material water flow ? Water.update() but have it drawn from material vec2 instead ? That would help tremendously the fact that water dont all flow in the same direction on a map ?<br />
<br />
Thanks]]></description>
			<content:encoded><![CDATA[Hi there !<br />
I know time and resources to push the engine further are scarce and this might be put on the back burner but i am going to bring it forward nonetheless.<br />
<br />
I think the fondation is superbe and its almost there but there is key things that feels unfinished and no matter how i try to go around it i feel there is roadblocks.<br />
<br />
The grass system works great, but please can we have a way to handle the "wind" on trees and grass so they dont just shuffle randomly ?<br />
As simple as a vec2 that would handle some kind of control ? Per area would be ideal for a wider usage of it but a global is a good start ?!<br />
<br />
For water now, could we have a way to have per material water flow ? Water.update() but have it drawn from material vec2 instead ? That would help tremendously the fact that water dont all flow in the same direction on a map ?<br />
<br />
Thanks]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[List member setElmPadding]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=10197</link>
			<pubDate>Fri, 18 Dec 2020 04:44:01 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=10197</guid>
			<description><![CDATA[Hi,<br />
<br />
I'd like to request a small feature for the list:<br />
Could we get a "setElmPadding" from member, following the same logic as setElmOffset, but instead of just being x offset, having the possibility to do x and y ? or maybe a setElmOffsetY so we dont have to rework setElmOffset ?<br />
<br />
logic here is i have a list of quest ( and quest step children ), and id like to give a bit of padding to the list between quest, and none between quest and quest steps ( which is a child of quest).<br />
<br />
The idea is like this :<br />
<br />
<div class="codeblock">
<div class="title">Code:<br />
</div><div class="body" dir="ltr"><code>Quest<br />
queststep1<br />
queststep2<br />
<br />
Quest2<br />
queststep1<br />
queststep2<br />
<br />
instead of<br />
<br />
Quest<br />
queststep1<br />
queststep2<br />
Quest2<br />
queststep1<br />
queststep2</code></div></div>
<br />
thanks,]]></description>
			<content:encoded><![CDATA[Hi,<br />
<br />
I'd like to request a small feature for the list:<br />
Could we get a "setElmPadding" from member, following the same logic as setElmOffset, but instead of just being x offset, having the possibility to do x and y ? or maybe a setElmOffsetY so we dont have to rework setElmOffset ?<br />
<br />
logic here is i have a list of quest ( and quest step children ), and id like to give a bit of padding to the list between quest, and none between quest and quest steps ( which is a child of quest).<br />
<br />
The idea is like this :<br />
<br />
<div class="codeblock">
<div class="title">Code:<br />
</div><div class="body" dir="ltr"><code>Quest<br />
queststep1<br />
queststep2<br />
<br />
Quest2<br />
queststep1<br />
queststep2<br />
<br />
instead of<br />
<br />
Quest<br />
queststep1<br />
queststep2<br />
Quest2<br />
queststep1<br />
queststep2</code></div></div>
<br />
thanks,]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[FixedArray and setNumZero]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=10186</link>
			<pubDate>Sat, 05 Dec 2020 19:32:47 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=10186</guid>
			<description><![CDATA[Hi! <br />
<br />
I know that FixedArray doesn't support adding or removing elements, but is it possible to add something like "setNumZero" to its constructor?<br />
When FixedArray is created of simple types (like Int) there's garbage after creation, and I'd like to be able to have zeroes by default without a need to go through each element and set it o 0.<br />
<br />
Thanks!]]></description>
			<content:encoded><![CDATA[Hi! <br />
<br />
I know that FixedArray doesn't support adding or removing elements, but is it possible to add something like "setNumZero" to its constructor?<br />
When FixedArray is created of simple types (like Int) there's garbage after creation, and I'd like to be able to have zeroes by default without a need to go through each element and set it o 0.<br />
<br />
Thanks!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Tasks Viewer]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=9940</link>
			<pubDate>Sun, 22 Mar 2020 18:18:00 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=9940</guid>
			<description><![CDATA[Hello,<br />
<br />
sometimes esenthel starts using lots of ram and I have no idea what is going on.<br />
Like here, I just started esenthel, opened project and now I don't know what is going on.<br />
<!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".jpg" />&nbsp;&nbsp;<a href="attachment.php?aid=3131" target="_blank">Untitled.jpg</a> (Size: 18.98 KB / Downloads: 62)
<!-- end: postbit_attachments_attachment --><br />
<br />
So is it possible to have a "task viewer" so it's possible to see what the engine is currently working on in the background?]]></description>
			<content:encoded><![CDATA[Hello,<br />
<br />
sometimes esenthel starts using lots of ram and I have no idea what is going on.<br />
Like here, I just started esenthel, opened project and now I don't know what is going on.<br />
<!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".jpg" />&nbsp;&nbsp;<a href="attachment.php?aid=3131" target="_blank">Untitled.jpg</a> (Size: 18.98 KB / Downloads: 62)
<!-- end: postbit_attachments_attachment --><br />
<br />
So is it possible to have a "task viewer" so it's possible to see what the engine is currently working on in the background?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Git versioning]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=9936</link>
			<pubDate>Mon, 16 Mar 2020 14:11:07 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=9936</guid>
			<description><![CDATA[Hi, <br />
<br />
Can you please tag every source release with git tags (<a href="https://git-scm.com/book/en/v2/Git-Basics-Tagging" target="_blank">https://git-scm.com/book/en/v2/Git-Basics-Tagging</a> )?<br />
like 2020.03 is first March release and 2020.03.1, 2020.3.2 etc are March following releases.<br />
<br />
I am not always using latest GitHub version (for development teams it's the same) and it is hard to use the same version across devices (like windows + Linux) when you are behind, because you don't know which commit hash was the actual release.]]></description>
			<content:encoded><![CDATA[Hi, <br />
<br />
Can you please tag every source release with git tags (<a href="https://git-scm.com/book/en/v2/Git-Basics-Tagging" target="_blank">https://git-scm.com/book/en/v2/Git-Basics-Tagging</a> )?<br />
like 2020.03 is first March release and 2020.03.1, 2020.3.2 etc are March following releases.<br />
<br />
I am not always using latest GitHub version (for development teams it's the same) and it is hard to use the same version across devices (like windows + Linux) when you are behind, because you don't know which commit hash was the actual release.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Code Editor improvements]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=9927</link>
			<pubDate>Thu, 12 Mar 2020 13:55:06 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=9927</guid>
			<description><![CDATA[Hi,<br />
<br />
Below are the improvements which would make Code Editor better in my personal opinion:<br />
<br />
1. It is hard to click on the beginning of the row for instance when I want to select whole class as I want to move it into separate file. Usually when trying to do that I click on the scroll bar. Please see the screenshot attached.<br />
2. Block editing. Typically IDEs or apps like Notepad++ allows to select and edit block of code when Alt + selection is performed.<br />
3. Screen scroll when selecting line which exceeds visible screen space.<br />
4. Triple-click to select whole line.<br />
5. Ability to switch between different files using tabs.<br />
6. When editing line at the bottom of the screen and autocomplete + functions prompt is shown I can't see the line I'm editing. Please see the second screenshot.<br /><!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".png" />&nbsp;&nbsp;<a href="attachment.php?aid=3128" target="_blank">1.png</a> (Size: 5.38 KB / Downloads: 36)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".png" />&nbsp;&nbsp;<a href="attachment.php?aid=3129" target="_blank">2.png</a> (Size: 24.94 KB / Downloads: 36)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[Hi,<br />
<br />
Below are the improvements which would make Code Editor better in my personal opinion:<br />
<br />
1. It is hard to click on the beginning of the row for instance when I want to select whole class as I want to move it into separate file. Usually when trying to do that I click on the scroll bar. Please see the screenshot attached.<br />
2. Block editing. Typically IDEs or apps like Notepad++ allows to select and edit block of code when Alt + selection is performed.<br />
3. Screen scroll when selecting line which exceeds visible screen space.<br />
4. Triple-click to select whole line.<br />
5. Ability to switch between different files using tabs.<br />
6. When editing line at the bottom of the screen and autocomplete + functions prompt is shown I can't see the line I'm editing. Please see the second screenshot.<br /><!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".png" />&nbsp;&nbsp;<a href="attachment.php?aid=3128" target="_blank">1.png</a> (Size: 5.38 KB / Downloads: 36)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".png" />&nbsp;&nbsp;<a href="attachment.php?aid=3129" target="_blank">2.png</a> (Size: 24.94 KB / Downloads: 36)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Clearing object types container]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=9904</link>
			<pubDate>Sat, 29 Feb 2020 21:26:07 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=9904</guid>
			<description><![CDATA[I have following case: I have single world, which can be run in two modes. First mode requires full set of object types (for instance Items and Characters), while second requires a subset of object types (for instance only Items).<br />
<br />
When creating World in first mode I set all object types using setObjType method. But when deleting World only objects in ObjMap are cleared. So I can't load world only for subset of object types, it will always load the types defined in first world creation.<br />
<br />
For now the only workaround seems to be the creation of new instance of WorldManager.]]></description>
			<content:encoded><![CDATA[I have following case: I have single world, which can be run in two modes. First mode requires full set of object types (for instance Items and Characters), while second requires a subset of object types (for instance only Items).<br />
<br />
When creating World in first mode I set all object types using setObjType method. But when deleting World only objects in ObjMap are cleared. So I can't load world only for subset of object types, it will always load the types defined in first world creation.<br />
<br />
For now the only workaround seems to be the creation of new instance of WorldManager.]]></content:encoded>
		</item>
	</channel>
</rss>