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refactor(tools): move most tools to the engine #1324
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Codecov ReportAttention: Patch coverage is
Additional details and impacted files@@ Coverage Diff @@
## main #1324 +/- ##
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- Coverage 42.13% 40.84% -1.30%
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Files 413 430 +17
Lines 29476 30409 +933
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Hits 12421 12421
- Misses 17055 17988 +933 ☔ View full report in Codecov by Sentry. |
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@Scarface1809 don't forget to approve with your main account |
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I wasn't familiar with how this was organized before, but these changes seem to centralize all the tools, making it easier to use them. lgtm
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Description
So this PR looks big and scary but it's nothing ground breaking - I didn't implement any features here.
I just moved most of the tools in Tesseratos to the engine, under the directory
tools
.Previously, Tesseratos was a library, which meant we could just use its utilities in games (such as Scraps vs Zombies) by linking Tesseratos as a dependency.
With 0.3, Tesseratos became an actual executable, which meant its tools became inaccessible.
The goal here is to simply move the tools which can be useful even in a deployed game to the engine library itself, while keeping actual editor stuff, such as the asset explorer and scene editor, on the editor itself.
I had to change a lot of boring stuff, such as the namespaces of everything from
tesseratos::
tocubos::engine::
, and also the respective documentation. Also used the opportunity to reword some stuff better, and simplify the naming of some plugins.Also, to make things easier for users, I added a
toolsPlugin
which simply adds all of the plugins in the new directory.Checklist
Ensure test coverage.No new features.Write new samples.No new features, although I added the tools to the CuboSurfers plugin.