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