review notes from Az

Should render fallback for namedTarget if namedTarget fails
Add safety around namedtarget getTexture to stop assert
Missing assets should revert to fallback image and print a warning to console
Remove REFACTOR tag from all macros.
This commit is contained in:
marauder2k7 2025-03-30 11:22:42 +01:00
parent b707b2e2b7
commit 73ad92b757
60 changed files with 189 additions and 164 deletions

View file

@ -142,7 +142,7 @@ void PrecipitationData::initPersistFields()
docsURL;
INITPERSISTFIELD_SOUNDASSET(Sound, PrecipitationData, "Looping SFXProfile effect to play while Precipitation is active.");
INITPERSISTFIELD_IMAGEASSET_REFACTOR(Drop, PrecipitationData, "@brief Texture for drop particles.\n\n"
INITPERSISTFIELD_IMAGEASSET(Drop, PrecipitationData, "@brief Texture for drop particles.\n\n"
"The drop texture can contain several different drop sub-textures "
"arranged in a grid. There must be the same number of rows as columns. A "
"random frame will be chosen for each drop.");
@ -150,7 +150,7 @@ void PrecipitationData::initPersistFields()
addField( "dropShader", TypeString, Offset(mDropShaderName, PrecipitationData),
"The name of the shader used for raindrops." );
INITPERSISTFIELD_IMAGEASSET_REFACTOR(Splash, PrecipitationData, "@brief Texture for splash particles.\n\n"
INITPERSISTFIELD_IMAGEASSET(Splash, PrecipitationData, "@brief Texture for splash particles.\n\n"
"The splash texture can contain several different splash sub-textures "
"arranged in a grid. There must be the same number of rows as columns. A "
"random frame will be chosen for each splash.");