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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 11:43:49 +00:00
Removes current implement of shadow caching
Also removes EC stuff as it's not ready for prime-time yet
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f007700646
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141 changed files with 67 additions and 19491 deletions
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@ -36,7 +36,6 @@
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#include "gui/editor/editorFunctions.h"
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#endif
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#include "console/engineAPI.h"
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#include "T3D/entity.h"
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IMPLEMENT_CONOBJECT(GuiTreeViewCtrl);
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@ -3479,22 +3478,6 @@ void GuiTreeViewCtrl::onMouseDown(const GuiEvent & event)
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if( !item->isInspectorData() && item->mState.test(Item::VirtualParent) )
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onVirtualParentExpand(item);
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//Slightly hacky, but I'm not sure of a better setup until we get major update to the editors
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//We check if our object is an entity, and if it is, we call a 'onInspect' function.
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//This function is pretty much a special notifier to the entity so if it has any behaviors that do special
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//stuff in the editor, it can fire that up
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if (item->isInspectorData())
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{
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Entity* e = dynamic_cast<Entity*>(item->getObject());
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if (e)
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{
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if (item->isExpanded())
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e->onInspect();
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else
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e->onEndInspect();
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}
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}
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mFlags.set( RebuildVisible );
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scrollVisible(item);
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}
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@ -4309,11 +4292,6 @@ bool GuiTreeViewCtrl::onVirtualParentBuild(Item *item, bool bForceFullUpdate)
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// Go through our items and purge those that have disappeared from
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// the set.
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//Entities will be a special case here, if we're an entity, skip this step
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if (dynamic_cast<Entity*>(srcObj))
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return true;
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for( Item* ptr = item->mChild; ptr != NULL; )
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{
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Item* next = ptr->mNext;
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