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Toast Engine
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The renderer's settings and bake actions, replacing the ImGui debug panel. More...


Public Member Functions | |
| void | Load () |
| Rebuilds the rows from the engine's registry. | |
| void | StartPolling () |
| void | StopPolling () |
Properties | |
| ObservableCollection< SettingCategory > | Categories [get] |
| bool | HasStaleReflectionProbes [get] |
| bool | HasStaleIrradianceVolumes [get] |
The renderer's settings and bake actions, replacing the ImGui debug panel.
The rows are generated from whatever the engine declared under the "renderer." prefix, so a knob added in C++ appears here with no change to this file. Another system wanting its own panel changes the prefix - that is the whole extension point
Values are written through to the engine as they are edited, which is what makes the viewport respond live. Persisting them is separate and explicit: Save writes the layer the editor is authoring, which for the editor is the project layer that ships as the game's defaults
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Rebuilds the rows from the engine's registry.
Deferred until the panel is first shown rather than done in the constructor: the dock builds its tools as the shell starts, which is before the renderer exists and therefore before anything under "renderer." has been declared. Calling it again is how the panel picks up a later declaration