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Snapshot Save Single Action #7500
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…to step function of scenestack, switch from browser localstorage to indexedDB
Extensions/Physics3DBehavior/PhysicsCharacter3DRuntimeBehavior.ts
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Extensions/Physics3DBehavior/PhysicsCharacter3DRuntimeBehavior.ts
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…added some constants in separated files for clarity
Extensions/Physics3DBehavior/PhysicsCharacter3DRuntimeBehavior.ts
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GDJS/Runtime/runtimescene.ts
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this._loadStorageName = storageName; | ||
} | ||
if (sceneVar) { | ||
this._loadVariable = sceneVar; |
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are those values cleared the next time we use the function without the sceneVar
and storageName
?
If not, I think we should always set the value from what's coming from the props of the function.
This will allow setting undefined
or whatever string/variable is passed
GDJS/Runtime/runtimescene.ts
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@@ -650,6 +662,10 @@ namespace gdjs { | |||
return this._cachedGameResolutionHeight / 2; | |||
} | |||
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getIsLoadingRequest() { |
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Should be named getIsLoadingRequested
for consistency purposes
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Or just isLoadingRequested
…ndexedDB.ts functions
…unctions, renamed functions for clarity
…ransmission for volume in audiomanager, added syncOptions for all getNetworkSyncData.
Save and/or load the whole game using the updateFromNetworkSyncData/getNetworkSyncData methods to write/read a complete JSON. Done in one action for each (at the moment, might change). Right now it writes both on a localFile and localStorage of the browser.