* 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

@ -278,9 +278,9 @@ protected:
// Write out properties
// Returns the number of new lines added
U32 writeProperties(const Vector<const char*>& properties, const U32 insertLine, const char* objectIndent);
U32 writeProperties(const Vector<String>& properties, const U32 insertLine, const char* objectIndent);
// Write out a new object
ParsedObject* writeNewObject(SimObject* object, const Vector<const char*>& properties, const U32 insertLine, ParsedObject* parentObject = NULL);
ParsedObject* writeNewObject(SimObject* object, const Vector<String>& properties, const U32 insertLine, ParsedObject* parentObject = NULL);
public:
PersistenceManager();