From 2d2f66f3882395652756b8f34d807324795fa5b1 Mon Sep 17 00:00:00 2001 From: Areloch Date: Mon, 8 Apr 2019 10:20:13 -0500 Subject: [PATCH] Modification of #2145 Original PR broke class-type visibility toggles in the editor, so this adjustment on the same setup keeps the optimized path, but also enables the original class-based render toggle if the editor is open. (Also adds TORQUE_TOOLS check to have it be even leaner if the project doesn't have tool support at all) --- Engine/source/scene/sceneObject.cpp | 13 +++++++++++-- 1 file changed, 11 insertions(+), 2 deletions(-) diff --git a/Engine/source/scene/sceneObject.cpp b/Engine/source/scene/sceneObject.cpp index ff7b6496c..354440fd2 100644 --- a/Engine/source/scene/sceneObject.cpp +++ b/Engine/source/scene/sceneObject.cpp @@ -93,6 +93,9 @@ ConsoleDocClass( SceneObject, "@ingroup gameObjects\n" ); +#ifdef TORQUE_TOOLS +extern bool gEditingMission; +#endif Signal< void( SceneObject* ) > SceneObject::smSceneObjectAdd; Signal< void( SceneObject* ) > SceneObject::smSceneObjectRemove; @@ -763,8 +766,14 @@ void SceneObject::onCameraScopeQuery( NetConnection* connection, CameraScopeQuer bool SceneObject::isRenderEnabled() const { - AbstractClassRep *classRep = getClassRep(); - return ( mObjectFlags.test( RenderEnabledFlag ) && classRep->isRenderEnabled() ); +#ifdef TORQUE_TOOLS + if (gEditingMission) + { + AbstractClassRep *classRep = getClassRep(); + return (mObjectFlags.test(RenderEnabledFlag) && classRep->isRenderEnabled()); + } +#endif + return (mObjectFlags.test(RenderEnabledFlag)); } //-----------------------------------------------------------------------------