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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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parent
f007700646
commit
66cc6fb9d1
141 changed files with 67 additions and 19491 deletions
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@ -29,11 +29,6 @@
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#include "gui/containers/guiScrollCtrl.h"
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#include "gui/editor/inspector/customField.h"
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#include "gui/editor/inspector/entityGroup.h"
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#include "gui/editor/inspector/mountingGroup.h"
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#include "gui/editor/inspector/componentGroup.h"
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#include "T3D/components/component.h"
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IMPLEMENT_CONOBJECT(GuiInspector);
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ConsoleDocClass( GuiInspector,
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@ -591,60 +586,6 @@ void GuiInspector::refresh()
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mTargets.first()->onInspect(this);
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//Entity inspector group
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if (mTargets.first()->getClassRep()->isSubclassOf("Entity"))
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{
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//Put the GameObject group before everything that'd be gameobject-effecting, for orginazational purposes
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GuiInspectorGroup *gameObject = new GuiInspectorGroup("GameObject", this);
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gameObject->registerObject();
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mGroups.push_back(gameObject);
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addObject(gameObject);
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GuiInspectorEntityGroup *components = new GuiInspectorEntityGroup("Components", this);
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if (components != NULL)
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{
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components->registerObject();
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mGroups.push_back(components);
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addObject(components);
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}
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Entity* selectedEntity = dynamic_cast<Entity*>(mTargets.first().getObject());
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U32 compCount = selectedEntity->getComponentCount();
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//Now, add the component groups
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for (U32 c = 0; c < compCount; ++c)
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{
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Component* comp = selectedEntity->getComponent(c);
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String compName;
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if (comp->getFriendlyName() != StringTable->EmptyString())
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compName = comp->getFriendlyName();
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else
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compName = comp->getComponentName();
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StringBuilder captionString;
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captionString.format("%s [%i]", compName.c_str(), comp->getId());
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GuiInspectorGroup *compGroup = new GuiInspectorComponentGroup(captionString.data(), this, comp);
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if (compGroup != NULL)
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{
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compGroup->registerObject();
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mGroups.push_back(compGroup);
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addObject(compGroup);
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}
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}
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//Mounting group override
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GuiInspectorGroup *mounting = new GuiInspectorMountingGroup("Mounting", this);
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if (mounting != NULL)
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{
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mounting->registerObject();
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mGroups.push_back(mounting);
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addObject(mounting);
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}
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}
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// Create the inspector groups for static fields.
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for( TargetVector::iterator iter = mTargets.begin(); iter != mTargets.end(); ++ iter )
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