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