Removes current implement of shadow caching

Also removes EC stuff as it's not ready for prime-time yet
This commit is contained in:
Areloch 2019-12-13 01:14:03 -06:00
parent f007700646
commit 66cc6fb9d1
141 changed files with 67 additions and 19491 deletions

View file

@ -36,7 +36,6 @@
#include "gui/editor/editorFunctions.h"
#endif
#include "console/engineAPI.h"
#include "T3D/entity.h"
IMPLEMENT_CONOBJECT(GuiTreeViewCtrl);
@ -3479,22 +3478,6 @@ void GuiTreeViewCtrl::onMouseDown(const GuiEvent & event)
if( !item->isInspectorData() && item->mState.test(Item::VirtualParent) )
onVirtualParentExpand(item);
//Slightly hacky, but I'm not sure of a better setup until we get major update to the editors
//We check if our object is an entity, and if it is, we call a 'onInspect' function.
//This function is pretty much a special notifier to the entity so if it has any behaviors that do special
//stuff in the editor, it can fire that up
if (item->isInspectorData())
{
Entity* e = dynamic_cast<Entity*>(item->getObject());
if (e)
{
if (item->isExpanded())
e->onInspect();
else
e->onEndInspect();
}
}
mFlags.set( RebuildVisible );
scrollVisible(item);
}
@ -4309,11 +4292,6 @@ bool GuiTreeViewCtrl::onVirtualParentBuild(Item *item, bool bForceFullUpdate)
// Go through our items and purge those that have disappeared from
// the set.
//Entities will be a special case here, if we're an entity, skip this step
if (dynamic_cast<Entity*>(srcObj))
return true;
for( Item* ptr = item->mChild; ptr != NULL; )
{
Item* next = ptr->mNext;