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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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@ -39,6 +39,7 @@
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#include "scene/sceneManager.h"
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#endif
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#include "T3D/assets/ImageAsset.h"
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/// A script interface for creating static or dynamic cubemaps.
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class CubemapData : public SimObject
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@ -69,15 +70,19 @@ public:
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void setCubeFaceTexture(U32 index, GFXTexHandle newFaceTexture);
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GFXTexHandle* getCubeMapFace(U32 faceIdx) { return &mCubeFace[faceIdx]; }
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GFXTexHandle* getCubeFaceTexture(U32 faceIdx) { return &mCubeMapFace[faceIdx]; }
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protected:
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FileName mCubeMapFile;
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FileName mCubeFaceFile[6];
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GFXTexHandle mCubeFace[6];
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DECLARE_IMAGEASSET(CubemapData, CubeMap, onCubemapChanged, GFXStaticTextureSRGBProfile);
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DECLARE_IMAGEASSET_SETGET(CubemapData, CubeMap);
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DECLARE_IMAGEASSET_ARRAY(CubemapData, CubeMapFace, GFXStaticTextureSRGBProfile, 6);
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DECLARE_IMAGEASSET_ARRAY_SETGET(CubemapData, CubeMapFace);
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GFXTexHandle mDepthBuff;
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GFXTextureTargetRef mRenderTarget;
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void onCubemapChanged() {}
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};
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#endif // CUBEMAPDATA
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