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Naive scale to nanna #1091
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Naive scale to nanna #1091
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functionality for the <Name All Scene Light Objects> editor menu function complete. This names all lights with the naming convention {prefab name/scene}|{light type}|{instance count} for all lights found in scenes in the build menu.
updating script to append a GUID to sim objects so that it now can append them across all scenes included in the build, as well as ensures that no GUIDs are re-used and are guaranteed unique across the entire framework.
to ensure no sim objects were missed across iTHOR, RoboTHOR, and ArchitecTHOR scenes, all sim objects currently in those scenes have had their GUID updated. To be released in next version.
-Moving the logic of GetLights() to the UtilityFunctions.cs file -adding editor-debug function to test light serialization to text file -removed redundant LightProperties class and instead using LightParameters from procedural
in order to expose controlled light objects from sim objects that can toggle on/off, edits must be made to split the use of the "light sources" array of game objects within the ToggleOnOff.cs logic. Previously the LightSources[] array was used both for light objects and any other game objects that needed to be toggled, like particle effects. These must now be disambiguated and have been split into two new arrays of referenced objects, LightSources[] and effects[]. Because of this, the reference links to all lightsources for all toggelable objects is broken and prefabs must be updated, as well as instanced sim object prefabs that don't have the referenced effects/lights built into the prefab (like lightswitches) must be updated across all scenes.
adding missing meta file for whatever NormalsVisualizer is
all light game objects that exist in prebuilt scenes have now been renamed wtih the naming convention: //for all lights that are not children of sim objects or sim object prefabs scene|<light type>|<instance count across all scene lights of this type> //for all lights that are part of the heirarchy of a sim object <sim object name>|<light type>|<instance of this light type inside sim object's hierarchy> To account for scene level lights that are controlled by sim objects (like a lightswitch controlling spot lights in the scene that are not children of the lightswitch sim object itself) any sim object that controls a light will be listed in a light's LightParameter.linkedSimObj metadata. assinging linkedSimObj to serialized light info will be coming in a future commit.
previously the isToggled metadata value was only set if the object itself was isToggleable = True. This means some objects that are not themselves isToggleable = true, like stove burners which are toggled on when a linked stove knob is toggled on, were not correctly reporting their isToggled status.
-also found some issues with some sinks and cabinets that needed adjustments in a few bathrooms
after many changes through all scenes to reconfigure toggleon/off light effects and light objects, certain scenes changed enough that rerunning the guid naming tool as well as the light instance renaming tool is needed
these dressers were floating due to child colliders not correctly ignoring their parent rigidbody's colliders.
Prep for Light Manager (and other updates)
This pull request introduces 4 alerts and fixes 1 when merging 95df853 into b760177 - view on LGTM.com new alerts:
fixed alerts:
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