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- Pressing `0` switches to debug mode, renders physics collision meshes and disconnects player from physics (flying and passing trough objects)
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- Pressing `F2` key switches to editor mode, which allows creating maps.
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- Pressing `+` and `-` changes mouse sensitivity.
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-`wasd` for walking around and mouse for looking around as usual.
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* Pressing `0` switches to debug mode, renders physics collision meshes and disconnects player from physics (flying and passing trough objects)
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* Pressing `F2` key switches to editor mode, which allows creating maps.
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* Pressing `+` and `-` changes mouse sensitivity.
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*`wasd` for walking around and mouse for looking around as usual.
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### In editor mode:
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- Since static and dynamic objects rigidbodies are not generated by same logic, mass settings can't be changed after object creation.
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- Inanimate objects are not allowed to have AI
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- You can create animations for doors etc. in editor. For animation creation, time step is 60 for each second.
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- When a new animation is created by animation editor, the object used to create the animation assumed to have this animation. You can remove by using the remove animation button.
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### Extending with C++
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- Limon Engine has 3 types of extensions:
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- Actions for triggers and buttons
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- AI for actors
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- Player for Input handling
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- All uses the same API, but called upon depending on their type.
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- Engine tries to load custom extensions from `libcustomTriggers.dll` for Windows, `libcustomTriggers.so` for GNU/Linux and `libcustomTriggers.dylib` for macOS. If you use an customisation in a map and library is missing, that customisation wont work, but rest of the map will.
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Details in the documentation
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* All assets automatically scanned and listed. Can be filtered further by using filters widget
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* 3D object assets provide previews using world light information
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* Textures provide previews
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* Mass can be changed after object creation, both in editor and at runtime through the API; the engine swaps the collision shape (full mesh/baked vs convex hull) and re-registers with physics automatically. This has no effect on animated objects, which are always kinematic.
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* Inanimate objects are not allowed to have AI
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* You can create animations for doors etc. in editor. For animation creation, time step is 60 for each second.
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* When a new animation is created by animation editor, the object used to create the animation assumed to have this animation. You can remove by using the remove animation button.
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* You can create a perspective camera, attach to an object animated using the sequencer, and activate to have cut-scene or similar camera effects
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### Extending with C++ and Python
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* Limon Engine has 5 types of extensions:
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+ Actions for triggers and buttons
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+ AI for actors
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+ Player for Input handling
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+ Camera Attachment for custom camera behaviour (perspective and orthographic)
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+ RenderMethod for custom GPU rendering primitives, wired into the render pipeline editor
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* All extension types are configured through the same unified parameter contract, and are usable from either C++ or Python.
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* The unified parameter automatically provides serialization, and editor interface, on top of communication with engine and other extensions
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* Engine tries to load custom C++ extensions from `libcustomTriggers.dll` for Windows, `libcustomTriggers.so` for GNU/Linux and `libcustomTriggers.dylib` for macOS. If you use an customisation in a map and library is missing, that customisation wont work, but rest of the map will. Python extensions are discovered from script files and require no separate library.
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Details in the [documentation](https://limonengine.readthedocs.io/en/latest/)
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