Made navmesh compile on Windows
Small updates to remove warnings Testing nonuniform descriptor access in shader
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@@ -161,7 +161,7 @@ void G_PipelinesLoad(G_State *game) {
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bindings[1].binding = 1;
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bindings[1].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
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bindings[1].descriptorCount = 1;
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bindings[1].descriptorCount = game->n_images;
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bindings[1].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
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VkDescriptorSetLayoutCreateInfo set_info = { 0 };
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@@ -42,8 +42,8 @@ void updateNPC(F32 delta, NPC *npc, World *world) {
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}
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void UpdateNPCs(F32 delta, World *world) {
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for(int i = 0; i < world->npcCount; i++) {
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for(U32 i = 0; i < world->npcCount; i++) {
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updateNPC(delta, &world->npcs[i], world);
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}
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}
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}
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@@ -4,7 +4,7 @@
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#include "nav.h"
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#include "../core/types.h"
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#define NPC_SPEED 0.2
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#define NPC_SPEED 0.2f
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typedef enum NPC_ACTION NPC_ACTION;
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enum NPC_ACTION {
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45000
code/game/testnavmesh.h
45000
code/game/testnavmesh.h
File diff suppressed because it is too large
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