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Expose the following engine properties that were previously missing from the Editor frontend: Material: - twoSidedLighting (boolean) — backface normal calculation - diffuseDetailMap / normalDetailMap — detail texture maps with UV, channel, offset, tiling, rotation sub-properties - diffuseDetailMode (string enum) — detail map blend mode - normalDetailMapBumpiness (slider) — detail normal intensity Components: - light.penumbraSize (number) — PCSS soft shadow edge size - rigidbody.rollingFriction (number) — torsional friction - gsplat.unified (boolean) — unified splat rendering path Scene Settings: - render.skyDepthWrite (boolean) — sky depth buffer writes Includes attribute references, asset/entity migrations, visibility gating for engine feature availability, and editor-side application of skyDepthWrite to scene.sky.depthWrite. Refs #1750 Co-authored-by: Cursor <cursoragent@cursor.com>
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Will remove those two from being exposed |
mvaligursky
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all seems ok, but added one comment that we ideally address
Expose the following engine properties that were previously missing from the Editor frontend: Material: - twoSidedLighting (boolean) — backface normal calculation Components: - light.penumbraSize (number) — PCSS soft shadow edge size - rigidbody.rollingFriction (number) — torsional friction Scene Settings: - render.skyDepthWrite (boolean) — sky depth buffer writes Includes attribute references, asset/entity migrations, visibility gating for engine feature availability, and editor-side application of skyDepthWrite to scene.sky.depthWrite. Refs #1750 Co-authored-by: Cursor <cursoragent@cursor.com>
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What about light.penumbraFalloff? Also, the relevant shadow settings only needs to be visible when relevant type is selected. For example falloff and penumbraSize does not need to be there if light type is not PCSS. |
I will add falloff in a follow up PR and recreate the release |
* feat: expose new engine properties in editor UI Expose the following engine properties that were previously missing from the Editor frontend: Material: - twoSidedLighting (boolean) — backface normal calculation - diffuseDetailMap / normalDetailMap — detail texture maps with UV, channel, offset, tiling, rotation sub-properties - diffuseDetailMode (string enum) — detail map blend mode - normalDetailMapBumpiness (slider) — detail normal intensity Components: - light.penumbraSize (number) — PCSS soft shadow edge size - rigidbody.rollingFriction (number) — torsional friction - gsplat.unified (boolean) — unified splat rendering path Scene Settings: - render.skyDepthWrite (boolean) — sky depth buffer writes Includes attribute references, asset/entity migrations, visibility gating for engine feature availability, and editor-side application of skyDepthWrite to scene.sky.depthWrite. Refs #1750 Co-authored-by: Cursor <cursoragent@cursor.com> * feat: expose new engine properties in editor UI Expose the following engine properties that were previously missing from the Editor frontend: Material: - twoSidedLighting (boolean) — backface normal calculation Components: - light.penumbraSize (number) — PCSS soft shadow edge size - rigidbody.rollingFriction (number) — torsional friction Scene Settings: - render.skyDepthWrite (boolean) — sky depth buffer writes Includes attribute references, asset/entity migrations, visibility gating for engine feature availability, and editor-side application of skyDepthWrite to scene.sky.depthWrite. Refs #1750 Co-authored-by: Cursor <cursoragent@cursor.com> --------- Co-authored-by: Cursor <cursoragent@cursor.com>
Fixes #986, fixes #1245, fixes #1324, fixes #286
What's Changed
Expose the following engine properties that were previously missing from the Editor UI, verified against the engine source for correct types, defaults, and property names:
Material:
twoSidedLighting(boolean) — backface normal calculation (Expose twoSidedLighting in the Material Inspector #986)Components:
light.penumbraSize(number) — PCSS soft shadow penumbra size (Expose PCSS (soft shadows) parameters in the Editor #1245)rigidbody.rollingFriction(number) — torsional friction for round objects (Expose rollingFriction property of RigidBodyComponent #286)Scene Settings:
render.skyDepthWrite(boolean) — whether the sky writes to the depth buffer (Expose depthWrite option for skydome rendering #1324)Each property includes:
pathExistswhere engine support is conditionalskyDepthWritetoscene.sky.depthWrite(engine'sapplySettingsdoesn't handle it yet)Requires a companion backend schema PR (deployed first).
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