s_apNames is a static member, so I guess it's ignored? I can open an issue, but I am currently working on a better setup for tuning variables and Materials anyway
I wouldn't if it wouldn't ^^ Currently I need to add tuning variables for each material i am adding, while the new materials itself are just the same variables with different values
I wanted to work on such system, where map could transfer some of the tunes in the map, with a few acceptable presets.
This would be done in order to allow to adapt the "water" to suit their map's theme and needs
Here similarly I guess :) i was planning to add a tab where one could edit various tunes (mainly for water) or just pick a preset from vanilla. (Those accepted by vanilla gametypes)
What I am also modelling is material interactions, what if you are standing on Ice (left foot) and default ground (right foot) at the same time? I don't want to hardcode each interaction, so I genealize this
CTuneParam are class that contains only a int, so CTunningParams is a list of int members
20:01
oh, CTunningParams::Num() is only used for the debug HUD
20:06
iirc, the number of tune params is not part of the network layer (assumed to be the same for server and client, so 32)
20:10
if you want to start worrying, look into how each tunning param is retrieve for this HUD : *pValue = (float)((CTuneParam *)this)[Index]; (where this is CTunningParams)
I missed the point then. anyway, the tuning could be dynamic, carefully look into the code where it's assumed fixed. The name lookup doesn't worth a std::map tho (with respect to teeworlds codebase)