Initial implementation of the Scene object for handling scenes/levels in a more consistent and deliberate way.

This commit is contained in:
Areloch 2019-02-23 15:55:28 -06:00
parent e0627973fb
commit 1c2f90a190
37 changed files with 509 additions and 140 deletions

View file

@ -1051,7 +1051,7 @@ function MaterialEditorGui::updateActiveMaterialName(%this, %name)
// Some objects (ConvexShape, DecalRoad etc) reference Materials by name => need
// to find and update all these references so they don't break when we rename the
// Material.
MaterialEditorGui.updateMaterialReferences( MissionGroup, %action.oldName, %action.newName );
MaterialEditorGui.updateMaterialReferences( getScene(0), %action.oldName, %action.newName );
}
function MaterialEditorGui::updateMaterialReferences( %this, %obj, %oldName, %newName )

View file

@ -187,7 +187,7 @@ function ActionUpdateActiveMaterialAnimationFlags::undo(%this)
function ActionUpdateActiveMaterialName::redo(%this)
{
%this.material.setName(%this.newName);
MaterialEditorGui.updateMaterialReferences( MissionGroup, %this.oldName, %this.newName );
MaterialEditorGui.updateMaterialReferences( getScene(0), %this.oldName, %this.newName );
if( MaterialEditorPreviewWindow.isVisible() && MaterialEditorGui.currentMaterial == %this.material )
{
@ -199,7 +199,7 @@ function ActionUpdateActiveMaterialName::redo(%this)
function ActionUpdateActiveMaterialName::undo(%this)
{
%this.material.setName(%this.oldName);
MaterialEditorGui.updateMaterialReferences( MissionGroup, %this.newName, %this.oldName );
MaterialEditorGui.updateMaterialReferences( getScene(0), %this.newName, %this.oldName );
if( MaterialEditorPreviewWindow.isVisible() && MaterialEditorGui.currentMaterial == %this.material )
{