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* 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
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10 changed files with 124 additions and 84 deletions
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@ -526,7 +526,7 @@ const char* ConvexShape::getSpecialFieldOut(StringTableEntry fieldName, const U3
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char buffer[1024];
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dMemset(buffer, 0, 1024);
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dSprintf(buffer, 1024, "%g %g %g %g %g %g %g %i %g %g %g %g %g %i %i",
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dSprintf(buffer, 1024, "surface = \"%g %g %g %g %g %g %g %i %g %g %g %g %g %i %i\";",
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quat.x, quat.y, quat.z, quat.w, pos.x, pos.y, pos.z, mSurfaceUVs[index].matID,
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mSurfaceUVs[index].offset.x, mSurfaceUVs[index].offset.y, mSurfaceUVs[index].scale.x,
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mSurfaceUVs[index].scale.y, mSurfaceUVs[index].zRot, mSurfaceUVs[index].horzFlip, mSurfaceUVs[index].vertFlip);
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@ -541,7 +541,7 @@ const char* ConvexShape::getSpecialFieldOut(StringTableEntry fieldName, const U3
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char buffer[1024];
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dMemset(buffer, 0, 1024);
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dSprintf(buffer, 1024, "%s", mSurfaceTextures[index].getMaterial());
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dSprintf(buffer, 1024, "surfaceTexture = \"%s\";", mSurfaceTextures[index].getMaterial());
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return StringTable->insert(buffer);
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}
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