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Initial implementation of the Scene object for handling scenes/levels in a more consistent and deliberate way.
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37 changed files with 509 additions and 140 deletions
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@ -39,6 +39,8 @@
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#include "gui/worldEditor/undoActions.h"
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#include "materials/materialDefinition.h"
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#include "T3D/Scene.h"
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IMPLEMENT_CONOBJECT(GuiRoadEditorCtrl);
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ConsoleDocClass( GuiRoadEditorCtrl,
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@ -407,12 +409,12 @@ void GuiRoadEditorCtrl::on3DMouseDown(const Gui3DMouseEvent & event)
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newRoad->registerObject();
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// Add to MissionGroup
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SimGroup *missionGroup;
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if ( !Sim::findObject( "MissionGroup", missionGroup ) )
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Con::errorf( "GuiDecalRoadEditorCtrl - could not find MissionGroup to add new DecalRoad" );
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// Add to scene
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Scene* scene = Scene::getRootScene();
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if ( !scene )
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Con::errorf( "GuiDecalRoadEditorCtrl - could not find scene to add new DecalRoad" );
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else
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missionGroup->addObject( newRoad );
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scene->addObject( newRoad );
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newRoad->insertNode( tPos, mDefaultWidth, 0 );
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U32 newNode = newRoad->insertNode( tPos, mDefaultWidth, 1 );
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@ -722,7 +724,7 @@ void GuiRoadEditorCtrl::renderScene(const RectI & updateRect)
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// Draw the spline based from the client-side road
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// because the serverside spline is not actually reliable...
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// Can be incorrect if the DecalRoad is before the TerrainBlock
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// in the MissionGroup.
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// in the scene.
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if ( mHoverRoad && mHoverRoad != mSelRoad )
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{
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