Parametrize script extension, default to 'tscript'

This commit is contained in:
Lukas Aldershaab 2020-12-12 16:54:16 +01:00
parent b8b62292bd
commit 099dd4f1f3
542 changed files with 774 additions and 783 deletions

View file

@ -67,7 +67,7 @@ ConsoleDocClass( RenderDeferredMgr,
"and render them to the g-buffer for use in lighting the scene and doing effects.\n\n"
"PostEffect and other shaders can access the output of this bin by using the #deferred "
"texture target name. See the edge anti-aliasing post effect for an example.\n\n"
"@see game/core/scripts/client/postFx/edgeAA.cs\n"
"@see game/core/scripts/client/postFx/edgeAA." TORQUE_SCRIPT_EXTENSION "\n"
"@ingroup RenderBin\n" );

View file

@ -42,7 +42,7 @@ ConsoleDocClass( RenderFormatToken,
"The RenderPassStateBin manager changes the rendering state associated with "
"this token. In stock Torque 3D, a single example exists in the "
"way of AL_FormatToken (found in renderManager.cs). In that script file, all the "
"way of AL_FormatToken (found in renderManager." TORQUE_SCRIPT_EXTENSION "). In that script file, all the "
"render managers are intialized, and a single RenderFormatToken is used. This "
"implementation basically exists to ensure Advanced Lighting works with MSAA.\n\n"
@ -72,7 +72,7 @@ ConsoleDocClass( RenderFormatToken,
"@see RenderPassToken\n\n"
"@see RenderPassStateBin\n"
"@see game/core/scripts/client/renderManager.cs\n"
"@see game/core/scripts/client/renderManager." TORQUE_SCRIPT_EXTENSION "\n"
"@ingroup GFX\n"
);
@ -381,4 +381,4 @@ void RenderFormatToken::onRemove()
mTarget.release();
Parent::onRemove();
}
}

View file

@ -110,7 +110,7 @@ ConsoleDocClass( RenderPassManager,
"The render pass is used to order a set of RenderBinManager objects which are used "
"when rendering a scene. This class does little work itself other than managing "
"its list of render bins.\n\n"
"In 'core/scripts/client/renderManager.cs' you will find the DiffuseRenderPassManager "
"In 'core/scripts/client/renderManager." TORQUE_SCRIPT_EXTENSION "' you will find the DiffuseRenderPassManager "
"which is used by the C++ engine to render the scene.\n\n"
"@see RenderBinManager\n"
"@ingroup RenderBin\n" );

View file

@ -37,13 +37,13 @@ ConsoleDocClass( RenderPassStateToken,
"The RenderPassStateBin manager changes the rendering state associated with "
"a token it is declared with. In stock Torque 3D, a single example exists in the "
"way of AL_FormatToken (found in renderManager.cs). In that script file, all the "
"way of AL_FormatToken (found in renderManager." TORQUE_SCRIPT_EXTENSION "). In that script file, all the "
"render managers are intialized, and a single RenderFormatToken is used. This "
"implementation basically exists to ensure Advanced Lighting works with MSAA.\n\n"
"@see RenderFormatToken\n"
"@see RenderPassStateBin\n"
"@see game/core/scripts/client/renderManager.cs\n"
"@see game/core/scripts/client/renderManager." TORQUE_SCRIPT_EXTENSION "\n"
"@ingroup RenderBin\n"
);
@ -160,4 +160,4 @@ DefineEngineMethod(RenderPassStateToken, toggle, void, (),,
"@brief Toggles the token from enabled to disabled or vice versa." )
{
object->enable(!object->isEnabled());
}
}