Merge remote-tracking branch 'Winterleaf/Development-Console' into defineconsolemethod

Conflicts:
	Engine/source/T3D/missionMarker.cpp
This commit is contained in:
Daniel Buckmaster 2014-12-21 21:23:55 +11:00
commit 9396ae7176
146 changed files with 1713 additions and 2122 deletions

View file

@ -34,6 +34,7 @@
#include "materials/materialManager.h"
#include "math/util/sphereMesh.h"
#include "console/consoleTypes.h"
#include "console/engineAPI.h"
#include "scene/sceneRenderState.h"
#include "gfx/gfxCardProfile.h"
#include "gfx/gfxTextureProfile.h"
@ -645,7 +646,7 @@ LightShadowMap* AdvancedLightManager::findShadowMapForObject( SimObject *object
return sceneLight->getLight()->getExtended<ShadowMapParams>()->getShadowMap();
}
ConsoleFunction( setShadowVizLight, const char*, 2, 2, "" )
DefineConsoleFunction( setShadowVizLight, const char*, (const char* name), (""), "")
{
static const String DebugTargetName( "AL_ShadowVizTexture" );
@ -658,7 +659,7 @@ ConsoleFunction( setShadowVizLight, const char*, 2, 2, "" )
return 0;
SimObject *object;
Sim::findObject( argv[1], object );
Sim::findObject( name, object );
LightShadowMap *lightShadowMap = lm->findShadowMapForObject( object );
if ( !lightShadowMap || !lightShadowMap->getTexture() )
return 0;

View file

@ -25,6 +25,7 @@
#include "scene/sceneManager.h"
#include "materials/materialManager.h"
#include "console/engineAPI.h"
const String ShadowManager::ManagerTypeName("ShadowManager");
@ -53,7 +54,7 @@ SceneManager* ShadowManager::getSceneManager()
//------------------------------------------------------------------------------
// Runtime switching of shadow systems. Requires correct world to be pushed at console.
ConsoleFunction( setShadowManager, bool, 1, 3, "string sShadowSystemName" )
DefineConsoleFunction( setShadowManager, bool, (const char* sShadowSystemName), (""), "string sShadowSystemName")
{
/*
// Make sure this new one exists