diff --git a/assets b/assets
index 091ad5c0..01a73005 160000
--- a/assets
+++ b/assets
@@ -1 +1 @@
-Subproject commit 091ad5c01bf7b6ef5501fc907fc610576a4a45ea
+Subproject commit 01a73005d45c1d5574428536be88f085f4f844ce
diff --git a/resources/Schema/Entities/EditorTestWorld.xml b/resources/Schema/Entities/EditorTestWorld.xml
index de65f736..6ffbad89 100755
--- a/resources/Schema/Entities/EditorTestWorld.xml
+++ b/resources/Schema/Entities/EditorTestWorld.xml
@@ -38,12 +38,12 @@
Models/DirectionalLightWidget.mesh
- 1.0499999523162842
+ 1
-
+
@@ -62,11 +62,31 @@
- Models/SecondaryWeapon.mesh
+ Models/DefenderGunBlue.mesh
-
-
+
+
+
+
+
+
+
+
+
+ true
+
+ 0.33345697685444975
+
+
+
+ Models/DefenderGunRed.mesh
+ true
+ false
+
+
+
+
@@ -85,7 +105,7 @@
Run
-
+
1
@@ -101,7 +121,7 @@
Walk
-
+
1
@@ -163,7 +183,7 @@
-
+
@@ -227,7 +247,7 @@
-
+
@@ -259,7 +279,7 @@
-
+
@@ -301,7 +321,9 @@
-
+
+ 2
+
diff --git a/src/Engine/Editor/EditorRenderSystem.cpp b/src/Engine/Editor/EditorRenderSystem.cpp
index 572dd83d..374704dc 100644
--- a/src/Engine/Editor/EditorRenderSystem.cpp
+++ b/src/Engine/Editor/EditorRenderSystem.cpp
@@ -26,8 +26,6 @@ void EditorRenderSystem::Update(double dt)
auto cSceneLight = m_World->GetComponents("SceneLight");
if (cSceneLight != nullptr) {
//these are hardcoded since they want special light treatment and a component just for widgets is stupid.
- m_RenderFrame->Gamma = 2.2;
- m_RenderFrame->Exposure = 1.0;
scene.AmbientColor = glm::vec4(0.8, 0.8, 0.8, 1.0);
}
diff --git a/src/Engine/Rendering/DrawFinalPass.cpp b/src/Engine/Rendering/DrawFinalPass.cpp
index ae2ebefc..8247797e 100644
--- a/src/Engine/Rendering/DrawFinalPass.cpp
+++ b/src/Engine/Rendering/DrawFinalPass.cpp
@@ -134,7 +134,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list>&
continue;
}
- //glDisable(GL_CULL_FACE);
+ glDisable(GL_CULL_FACE);
//Bind uniforms
BindExplosionUniforms(explosionHandle, explosionEffectJob, scene);
@@ -162,7 +162,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list>&
glBindVertexArray(explosionEffectJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, explosionEffectJob->Model->ElementBuffer);
glDrawElements(GL_TRIANGLES, explosionEffectJob->EndIndex - explosionEffectJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(explosionEffectJob->StartIndex*sizeof(unsigned int)));
- //glEnable(GL_CULL_FACE);
+ glEnable(GL_CULL_FACE);
if(GLERROR("explosion effect end")) {
continue;
}