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https://github.com/TorqueGameEngines/Torque3D.git
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Updates ImageAsset usage to utilize AssetRef, and standardizes the setter/getter functions and naming conventions, as well as the ability to use and bind named targets.
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a858d8624e
commit
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82 changed files with 1451 additions and 951 deletions
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@ -62,7 +62,7 @@ void GameMode::initPersistFields()
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addField("gameModeName", TypeString, Offset(mGameModeName, GameMode), "Human-readable name of the gamemode");
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addField("description", TypeString, Offset(mGameModeDesc, GameMode), "Description of the gamemode");
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INITPERSISTFIELD_IMAGEASSET(PreviewImage, GameMode, "Preview Image");
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addField("previewImageAsset", TypeImageAssetRef, Offset(mPreviewImageAssetRef, GameMode), "Preview Image asset");
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addField("active", TypeBool, Offset(mIsActive, GameMode), "Is the gamemode active");
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addField("alwaysActive", TypeBool, Offset(mIsAlwaysActive, GameMode), "Is the gamemode always active");
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@ -160,7 +160,7 @@ DefineEngineFunction(getGameModesList, ArrayObject*, (), , "")
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GameMode* gm = dynamic_cast<GameMode*>(*itr);
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if (gm)
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{
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dSprintf(activeValBuffer, 16, "%d", (gm->mIsActive || gm->mIsAlwaysActive));
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dSprintf(activeValBuffer, 16, "%d", (gm->isActive() || gm->isAlwaysActive()));
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dictionary->push_back(gm->getName(), activeValBuffer);
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}
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}
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