* Update levelAsset creation so it can be flagged to be creating a subScene preemptively, improving workflow when creating a SubScene level asset 'in place' via the inspector.

* Fixed issue of creating new SubScene using the full level template instead of a blank level file
* Fixed subScene inspector field handling so clicking the create new will mark the 'in place' created level asset as a subscene appropriately
* Changed up persistenceManager logic when parsing objects out - especially with specialty fields - to use Strings instead of const char* to simplify memory juggling and improve stability
* Rolled back specialty array field outputs for decal roads and convex shapes to have the field names in the output again
* Added sanity check for MeshRoad's when writing out via specialty array field to ensure there are profile nodes before trying to write any
* Added sanity check to avoid pointlessly writing out meshroad and river position field into subScene file as it could cause a transform double-up and cause them to move when loading from a subscene
This commit is contained in:
JeffR 2025-02-05 22:51:43 -06:00
parent f71f4e051f
commit 0d338f2d51
10 changed files with 124 additions and 84 deletions

View file

@ -3,6 +3,8 @@
#include "gameMode.h"
#include "console/persistenceManager.h"
#include "console/script.h"
#include "environment/meshRoad.h"
#include "environment/river.h"
#include "scene/sceneRenderState.h"
#include "renderInstance/renderPassManager.h"
#include "gfx/gfxDrawUtil.h"
@ -29,7 +31,8 @@ SubScene::SubScene() :
mFreezeLoading(false),
mTickPeriodMS(1000),
mCurrTick(0),
mGlobalLayer(false)
mGlobalLayer(false),
mSaving(false)
{
mNetFlags.set(Ghostable | ScopeAlways);
@ -65,6 +68,7 @@ void SubScene::initPersistFields()
addGroup("SubScene");
addField("isGlobalLayer", TypeBool, Offset(mGlobalLayer, SubScene), "");
INITPERSISTFIELD_LEVELASSET(Level, SubScene, "The level asset to load.");
addField("tickPeriodMS", TypeS32, Offset(mTickPeriodMS, SubScene), "evaluation rate (ms)");
addField("gameModes", TypeGameModeList, Offset(mGameModesNames, SubScene), "The game modes that this subscene is associated with.");
endGroup("SubScene");
@ -263,6 +267,9 @@ void SubScene::_onFileChanged(const Torque::Path& path)
if(mLevelAsset.isNull() || Torque::Path(mLevelAsset->getLevelPath()) != path)
return;
if (mSaving)
return;
AssertFatal(path == mLevelAsset->getLevelPath(), "Prefab::_onFileChanged - path does not match filename.");
_closeFile(false);
@ -336,6 +343,9 @@ void SubScene::load()
if (mFreezeLoading)
return;
if (mSaving)
return;
_loadFile(true);
mLoaded = true;
@ -362,6 +372,9 @@ void SubScene::unload()
if (mFreezeLoading)
return;
if (mSaving)
return;
if (isSelected())
{
mStartUnloadTimerMS = Sim::getCurrentTime();
@ -421,10 +434,15 @@ bool SubScene::save()
if (mLevelAsset.isNull())
return false;
if (mSaving)
return false;
//If we're flagged for unload, push back the unload timer so we can't accidentally trip be saving partway through an unload
if (mStartUnloadTimerMS != -1)
mStartUnloadTimerMS = Sim::getCurrentTime();
mSaving = true;
PersistenceManager prMger;
StringTableEntry levelPath = mLevelAsset->getLevelPath();
@ -449,6 +467,11 @@ bool SubScene::save()
prMger.setDirty((*itr), levelPath);
}
}
if(dynamic_cast<MeshRoad*>(childObj) || dynamic_cast<River*>(childObj))
{
prMger.addRemoveField(childObj, "position");
}
}
prMger.saveDirty();
@ -466,6 +489,8 @@ bool SubScene::save()
//Finally, save
saveSuccess = mLevelAsset->saveAsset();
mSaving = false;
return saveSuccess;
}