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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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@ -1197,7 +1197,7 @@ const char* MeshRoad::getSpecialFieldOut(StringTableEntry fieldName, const U32&
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return StringTable->insert(buffer);
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}
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else if (fieldName == StringTable->insert("ProfileNode"))
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else if (fieldName == StringTable->insert("ProfileNode") && mSideProfile.mNodes.size())
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{
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Point3F nodePos = mSideProfile.mNodes[index].getPosition();
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U8 smooth, mtrl;
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