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https://github.com/TorqueGameEngines/Torque3D.git
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Fixed getAssetBy... functions so the lookup loop is more stable and doesn't fail if null results return
Added sanity check to reflectionProbe preview shape so if the material didn't load right, it doesn't crash Added logic to better control if module groups as a whole should fail if a module dependency in that group fails, defaulted to off Added sanity check if a shape's material failed to load so it doesn't crash when checking accumulation rules Added search bar to SimView control for easier use
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3538da30d0
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667a0db760
9 changed files with 130 additions and 235 deletions
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@ -104,6 +104,7 @@ S32 ModuleManager::moduleDependencySort(ModuleDefinition* const* a, ModuleDefini
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ModuleManager::ModuleManager() :
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mEnforceDependencies(true),
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mEchoInfo(false),
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mFailGroupIfModuleFail(false),
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mDatabaseLocks( 0 ),
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mIgnoreLoadedGroups(false)
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{
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@ -148,6 +149,7 @@ void ModuleManager::initPersistFields()
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addField( "EnforceDependencies", TypeBool, Offset(mEnforceDependencies, ModuleManager), "Whether the module manager enforces any dependencies on module definitions it discovers or not." );
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addField( "EchoInfo", TypeBool, Offset(mEchoInfo, ModuleManager), "Whether the module manager echos extra information to the console or not." );
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addField( "FailGroupIfModuleFail", TypeBool, Offset(mFailGroupIfModuleFail, ModuleManager), "Whether the module manager will fail to load an entire module group if a single module fails to load.");
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}
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//-----------------------------------------------------------------------------
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@ -292,8 +294,8 @@ bool ModuleManager::loadModuleGroup( const char* pModuleGroup )
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StringTableEntry moduleId = *moduleIdItr;
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// Finish if we could not resolve the dependencies for module Id (of any version Id).
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if ( !resolveModuleDependencies( moduleId, 0, moduleGroup, false, moduleResolvingQueue, moduleReadyQueue ) )
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return false;
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if (!resolveModuleDependencies(moduleId, 0, moduleGroup, false, moduleResolvingQueue, moduleReadyQueue) && mFailGroupIfModuleFail)
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return false;
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}
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// Check the modules we want to load to ensure that we do not have incompatible modules loaded already.
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@ -524,8 +526,8 @@ bool ModuleManager::unloadModuleGroup( const char* pModuleGroup )
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StringTableEntry moduleId = *moduleIdItr;
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// Finish if we could not resolve the dependencies for module Id (of any version Id).
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if ( !resolveModuleDependencies( moduleId, 0, moduleGroup, false, moduleResolvingQueue, moduleReadyQueue ) )
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return false;
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if (!resolveModuleDependencies(moduleId, 0, moduleGroup, false, moduleResolvingQueue, moduleReadyQueue) && mFailGroupIfModuleFail)
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return false;
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}
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// Check the modules we want to load to ensure that we do not have incompatible modules loaded already.
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