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3 September 2026

30 August 2026

29 August 2026

  • 03:2803:28, 29 August 2026 Creating a Mod (hist | edit) [5,077 bytes] Nlondon (talk | contribs) (Created page with "category:Mars Engine {{note|todo|We're planning on implement proper Mod Creation workflow. We should have in-engine options for creating a new mod and packaging it up into a <code>.pak</code> file, but for now this is the process. }} = What is a Mod? = 'Mods' allow you to add or modify Maps, Materials, EntityDefinitions or Assets or Scripting to the base game without having to change the original files. These can then be packaged up and distributed to other people f...")
  • 01:2401:24, 29 August 2026 MDF File Format (hist | edit) [3,760 bytes] Nlondon (talk | contribs) (Created page with "category:Mars Engine = What is MDF? = MDF stands for Mars Data Format. It's a JSON-esque file format that's used to define almost all user-accessible data for the Category:Mars Engine. They are used for <code>.mdf</code> files, which are normally used to define objects and data found in the <code>Definitions</code> directory, but are also used by the <code>.m3d</code> file format, which is used to define 3D models, and the <code>.map</code> format, which con...")

28 August 2026

  • 08:0008:00, 28 August 2026 Mscr:System.Types.Int16 (hist | edit) [7,427 bytes] Nlondon (talk | contribs) (Created page with "Category:Mscr:System.Types {{note|Path| System.Types.Int16}} An signed 16-bit integral numeric. Capable of storing values between -32,768 to 32,767. = Details = <syntaxhighlight lang="cs"> struct System.Types.Int16 : Object </syntaxhighlight> {| class="wikitable" | '''Aliased as: ''' || {{code|int16}} |- | '''Object Type:''' || {{code|struct}} (Copy by Value) |- | '''Inherits Fr...")
  • 07:1707:17, 28 August 2026 Mscr:System.Types.Int8 (hist | edit) [7,330 bytes] Nlondon (talk | contribs) (Created page with "Category:Mscr:System.Types {{note|Path| System.Types.Int8}} An signed 8-bit integral numeric. Capable of storing values between -128 and 127. = Details = <syntaxhighlight lang="cs"> struct System.Types.Int8 : Object </syntaxhighlight> {| class="wikitable" | '''Aliased as: ''' || {{code|int8}} |- | '''Object Type:''' || {{code|struct}} (Copy by Value) |- | '''Inherits From: ''' ||...")
  • 02:0302:03, 28 August 2026 Editor Property Expressions (hist | edit) [3,859 bytes] Nlondon (talk | contribs) (Created page with "category:Editor = Introduction = Number properties (Ints and Floats) in the editor can use expressions to help automate some common tasks. For example, you can do simple math, such as {{code|12 + 16}} to get the result of 28. It also supports correct order-of-operations, so {{code|8 + 16 * 2}} will give the correct result of 40 instead of 48. It also supports parenthesized expressions, so {{code|(8 + 16) * 2}} will give 48 if that's what you want. Note that express...")

27 August 2026

  • 21:3621:36, 27 August 2026 Tutorial: Your First Level (hist | edit) [2,732 bytes] Strideh (talk | contribs) (Moved tutorial to its own page where I can expand it with required reading) Tag: Visual edit
  • 07:0607:06, 27 August 2026 Mscr:Assets.Asset (hist | edit) [314 bytes] Nlondon (talk | contribs) (Created page with "{{note|todo|TO BE COMPLETED}} = Static Initialization = Static initialization of Assets is an important topic to understand. Due to the fact that {{code|Assets.GetAsset}} can be called during static initialization, Assets loaded from disk are loaded '''before''' the general script static initialization. For that reason, it's important to not rely on any script-defined statics to be available during static initialization and construction of any Asset-derived classes, as...")

26 August 2026

25 August 2026

24 August 2026

23 August 2026