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@ -92,22 +92,22 @@ namespace Gasa
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, const ANSICHAR* File = __builtin_FILE()
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, const ANSICHAR* File = __builtin_FILE()
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, const ANSICHAR* Func = __builtin_FUNCTION() )
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, const ANSICHAR* Func = __builtin_FUNCTION() )
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{
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{
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#if !UE_BUILD_SHIPPING || !NO_LOGGING
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#if !UE_BUILD_SHIPPING && !NO_LOGGING
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ELogVerbosity::Type EngineVerbosity = (ELogVerbosity::Type) Verbosity;
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ELogVerbosity::Type EngineVerbosity = (ELogVerbosity::Type) Verbosity;
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static ::UE::Logging::Private::FStaticBasicLogDynamicData LOG_Dynamic;
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static UE::Logging::Private::FStaticBasicLogDynamicData LOG_Dynamic;
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static ::UE::Logging::Private::FStaticBasicLogRecord
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static UE::Logging::Private::FStaticBasicLogRecord
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LOG_Static(TEXT("%s -- %hs %hs(%d)"), File, Line, EngineVerbosity, LOG_Dynamic);
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LOG_Static(TEXT("%s -- %hs %hs(%d)"), File, Line, EngineVerbosity, LOG_Dynamic);
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if ((EngineVerbosity & ::ELogVerbosity::VerbosityMask) <= ::ELogVerbosity::COMPILED_IN_MINIMUM_VERBOSITY)
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if ((EngineVerbosity & ELogVerbosity::VerbosityMask) <= ELogVerbosity::COMPILED_IN_MINIMUM_VERBOSITY)
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{
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{
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if ((EngineVerbosity & ::ELogVerbosity::VerbosityMask) <= Category.GetVerbosity())
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if ((EngineVerbosity & ELogVerbosity::VerbosityMask) <= Category.GetVerbosity())
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{
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{
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if ( ! Category.IsSuppressed(EngineVerbosity))
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if ( ! Category.IsSuppressed(EngineVerbosity))
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{
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{
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if (DumpStack)
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if (DumpStack)
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FDebug::DumpStackTraceToLog(EngineVerbosity);
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FDebug::DumpStackTraceToLog(EngineVerbosity);
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::UE::Logging::Private::BasicLog(Category, &LOG_Static, *Message, File, Func, Line);
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BasicLog(Category, &LOG_Static, *Message, File, Func, Line);
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}
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}
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}
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}
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}
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}
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11
Readme.md
11
Readme.md
@ -1,3 +1,14 @@
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# GASATHON
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# GASATHON
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Binging this [course](https://www.udemy.com/course/unreal-engine-5-gas-top-down-rpg/)
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Binging this [course](https://www.udemy.com/course/unreal-engine-5-gas-top-down-rpg/)
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The project is organized as a monolothic module with an auxillary editor module.
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Implementation design perfs:
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* Flat data structures with abstraction patterns only when necessary.
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* Keep everything data-wise in the runtime unless there is a measurable performance cost.
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* Some exploratory optimizations for educational purposes.
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* Plugins are installed in the engine repo unless not possible.
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* Code almost exclusively in C++ for everything but cosmetics (this is a engineering portfolio).
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* Keep static module functions within C++ namesapces and have the in BP function libraries to expose to BPs.
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