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cleanup nodes
ADDED: functionality to clean nodes out of the script that are related to a specific target ADDED: functionality to clean multiple addCollisionDetails from the script ADDED: ColConvex get added as nodes now and dont just get skipped (for future reference ColMeshes are checked for colConvex are not but this will be needed in future) Removed: erroneous deletion of nodes and meshes from shapeEditorActions tscript file.
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4 changed files with 64 additions and 35 deletions
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@ -142,6 +142,7 @@ public:
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bool addCmd_setBounds(const Command& newCmd);
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bool addCmd_renameDetailLevel(const Command& newCmd);
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bool addCmd_addDetailLevel(const Command& newCmd);
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bool addCmd_removeDetailLevel(const Command& newCmd);
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bool addCmd_setDetailSize(const Command& newCmd);
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bool addCmd_addImposter(const Command& newCmd);
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@ -253,6 +254,7 @@ public:
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/// @name Nodes
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///@{
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void cleanTargetNodes(const char* detail, const char* target);
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S32 getNodeCount();
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S32 getNodeIndex(const char* name);
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const char* getNodeName(S32 index);
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@ -265,7 +267,7 @@ public:
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TransformF getNodeTransform(const char* name, bool isWorld = false);
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bool setNodeTransform(const char* name, TransformF txfm, bool isWorld = false);
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bool renameNode(const char* oldName, const char* newName);
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bool addNode(const char* name, const char* parentName, TransformF txfm = TransformF::Identity, bool isWorld = false);
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bool addNode(const char* name, const char* parentName, const char* target = "", TransformF txfm = TransformF::Identity, bool isWorld = false);
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bool removeNode(const char* name);
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///@}
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