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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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82 changed files with 1451 additions and 951 deletions
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@ -159,7 +159,8 @@ void LightFlareData::initPersistFields()
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addField( "flareEnabled", TypeBool, Offset( mFlareEnabled, LightFlareData ),
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"Allows the user to disable this flare globally for any lights referencing it." );
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INITPERSISTFIELD_IMAGEASSET(FlareTexture, LightFlareData, "The texture / sprite sheet for this flare.");
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ADD_FIELD("flareTextureAsset", TypeImageAssetRef, Offset(mFlareTextureAssetRef, LightFlareData))
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.doc("The texture / sprite sheet asset for this flare.");
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addArray( "Elements", MAX_ELEMENTS );
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@ -218,7 +219,7 @@ void LightFlareData::packData( BitStream *stream )
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stream->writeFlag( mFlareEnabled );
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PACKDATA_ASSET_REFACTOR(FlareTexture);
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AssetDatabase.packDataAsset(stream, mFlareTextureAssetRef.assetId);
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stream->write( mScale );
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stream->write( mOcclusionRadius );
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@ -243,7 +244,7 @@ void LightFlareData::unpackData( BitStream *stream )
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mFlareEnabled = stream->readFlag();
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UNPACKDATA_ASSET_REFACTOR(FlareTexture);
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mFlareTextureAssetRef = AssetDatabase.unpackDataAsset(stream);
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stream->read( &mScale );
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stream->read( &mOcclusionRadius );
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