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https://github.com/TorqueGameEngines/Torque3D.git
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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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@ -108,7 +108,7 @@ void GuiRoadEditorUndoAction::undo()
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nodes.merge( road->mNodes );
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// Restore the Road properties saved in the UndoAction
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road->setMaterialAssetId(materialAssetId);
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road->_setMaterial(materialAssetId);
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road->mBreakAngle = breakAngle;
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road->mSegmentsPerBatch = segmentsPerBatch;
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road->mTextureLength = textureLength;
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@ -153,8 +153,6 @@ bool GuiRoadEditorCtrl::onAdd()
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mZDisableSB = GFX->createStateBlock(desc);
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bindMaterialAsset(Material);
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return true;
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}
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@ -166,7 +164,7 @@ void GuiRoadEditorCtrl::initPersistFields()
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addField( "HoverNodeColor", TypeColorI, Offset( mHoverNodeColor, GuiRoadEditorCtrl ) );
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addField( "isDirty", TypeBool, Offset( mIsDirty, GuiRoadEditorCtrl ) );
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addField("material", TypeMaterialAssetId, Offset(mMaterialAssetId, GuiRoadEditorCtrl), "Default Material used by the Road Editor on road creation.");
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INITPERSISTFIELD_MATERIALASSET(Material, GuiRoadEditorCtrl, "Default Material used by the Road Editor on road creation.");
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//addField( "MoveNodeCursor", TYPEID< SimObject >(), Offset( mMoveNodeCursor, GuiRoadEditorCtrl) );
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//addField( "AddNodeCursor", TYPEID< SimObject >(), Offset( mAddNodeCursor, GuiRoadEditorCtrl) );
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@ -409,7 +407,7 @@ void GuiRoadEditorCtrl::on3DMouseDown(const Gui3DMouseEvent & event)
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DecalRoad *newRoad = new DecalRoad;
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if (mMaterialAsset.notNull())
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newRoad->setMaterialAssetId(mMaterialAssetId);
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newRoad->_setMaterial(mMaterialAssetId);
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newRoad->registerObject();
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