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Converts all game, gui editor, and system classes to utilize assets
Processed core, tools and default modules to utilize assets Converted all console types that were string based, such as TypeImageFilename to utilize const char*/the string table, which avoids a lot of type swapping shenanigans and avoids string corruption Removed unneeded MainEditor mockup module Removed some unused/duplicate image assets from the tools
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1708 changed files with 19619 additions and 4596 deletions
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@ -75,10 +75,11 @@ struct PlayerData: public ShapeBaseData {
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/// that we don't create a TSThread on the player if we don't
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/// need to.
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StringTableEntry shapeNameFP[ShapeBase::MaxMountedImages]; ///< Used to render with mounted images in first person [optional]
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DECLARE_SHAPEASSET_ARRAY(PlayerData, ShapeFP, ShapeBase::MaxMountedImages); ///< Used to render with mounted images in first person [optional]
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DECLARE_SHAPEASSET_ARRAY_SETGET(PlayerData, ShapeFP);
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StringTableEntry imageAnimPrefixFP; ///< Passed along to mounted images to modify
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/// animation sequences played in first person. [optional]
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Resource<TSShape> mShapeFP[ShapeBase::MaxMountedImages]; ///< First person mounted image shape resources [optional]
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U32 mCRCFP[ShapeBase::MaxMountedImages]; ///< Computed CRC values for the first person mounted image shapes
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/// Depends on the ShapeBaseData computeCRC field.
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bool mValidShapeFP[ShapeBase::MaxMountedImages]; ///< Indicates that there is a valid first person mounted image shape
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