mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-12 23:24:41 +00:00
Merge branch 'development' of https://github.com/GarageGames/Torque3D into PBR_ProbeArrayGLWIP
# Conflicts: # Engine/source/gfx/D3D11/gfxD3D11Device.cpp # Engine/source/lighting/lightManager.cpp # Templates/Full/game/levels/Empty Room.mis # Templates/Full/game/levels/Empty Terrain.mis
This commit is contained in:
commit
97ec99f704
235 changed files with 7064 additions and 3090 deletions
|
|
@ -1392,7 +1392,7 @@ void SceneContainer::getBinRange( const F32 min, const F32 max, U32& minBin, U32
|
|||
// This is truly lame, but it can happen. There must be a better way to
|
||||
// deal with this.
|
||||
if (minCoord == SceneContainer::csmTotalBinSize)
|
||||
minCoord = SceneContainer::csmTotalBinSize - 0.01;
|
||||
minCoord = SceneContainer::csmTotalBinSize - 0.01f;
|
||||
}
|
||||
|
||||
AssertFatal(minCoord >= 0.0 && minCoord < SceneContainer::csmTotalBinSize, "Bad minCoord");
|
||||
|
|
@ -1415,7 +1415,7 @@ void SceneContainer::getBinRange( const F32 min, const F32 max, U32& minBin, U32
|
|||
// This is truly lame, but it can happen. There must be a better way to
|
||||
// deal with this.
|
||||
if (minCoord == SceneContainer::csmTotalBinSize)
|
||||
minCoord = SceneContainer::csmTotalBinSize - 0.01;
|
||||
minCoord = SceneContainer::csmTotalBinSize - 0.01f;
|
||||
}
|
||||
AssertFatal(minCoord >= 0.0 && minCoord < SceneContainer::csmTotalBinSize, "Bad minCoord");
|
||||
|
||||
|
|
@ -1426,7 +1426,7 @@ void SceneContainer::getBinRange( const F32 min, const F32 max, U32& minBin, U32
|
|||
// This is truly lame, but it can happen. There must be a better way to
|
||||
// deal with this.
|
||||
if (maxCoord == SceneContainer::csmTotalBinSize)
|
||||
maxCoord = SceneContainer::csmTotalBinSize - 0.01;
|
||||
maxCoord = SceneContainer::csmTotalBinSize - 0.01f;
|
||||
}
|
||||
AssertFatal(maxCoord >= 0.0 && maxCoord < SceneContainer::csmTotalBinSize, "Bad maxCoord");
|
||||
|
||||
|
|
|
|||
|
|
@ -93,6 +93,9 @@ ConsoleDocClass( SceneObject,
|
|||
"@ingroup gameObjects\n"
|
||||
);
|
||||
|
||||
#ifdef TORQUE_TOOLS
|
||||
extern bool gEditingMission;
|
||||
#endif
|
||||
|
||||
Signal< void( SceneObject* ) > SceneObject::smSceneObjectAdd;
|
||||
Signal< void( SceneObject* ) > SceneObject::smSceneObjectRemove;
|
||||
|
|
@ -763,8 +766,14 @@ void SceneObject::onCameraScopeQuery( NetConnection* connection, CameraScopeQuer
|
|||
|
||||
bool SceneObject::isRenderEnabled() const
|
||||
{
|
||||
AbstractClassRep *classRep = getClassRep();
|
||||
return ( mObjectFlags.test( RenderEnabledFlag ) && classRep->isRenderEnabled() );
|
||||
#ifdef TORQUE_TOOLS
|
||||
if (gEditingMission)
|
||||
{
|
||||
AbstractClassRep *classRep = getClassRep();
|
||||
return (mObjectFlags.test(RenderEnabledFlag) && classRep->isRenderEnabled());
|
||||
}
|
||||
#endif
|
||||
return (mObjectFlags.test(RenderEnabledFlag));
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
|
|
|||
|
|
@ -35,6 +35,8 @@
|
|||
#include "renderInstance/renderPassManager.h"
|
||||
#include "console/engineAPI.h"
|
||||
|
||||
#include "T3D/Scene.h"
|
||||
|
||||
extern bool gEditingMission;
|
||||
|
||||
//--------------------------------------------------------------------------
|
||||
|
|
@ -59,13 +61,13 @@ DefineEngineFunction(pathOnMissionLoadDone, void, (),,
|
|||
"@ingroup Networking")
|
||||
{
|
||||
// Need to load subobjects for all loaded interiors...
|
||||
SimGroup* pMissionGroup = dynamic_cast<SimGroup*>(Sim::findObject("MissionGroup"));
|
||||
AssertFatal(pMissionGroup != NULL, "Error, mission done loading and no mission group?");
|
||||
Scene* scene = Scene::getRootScene();
|
||||
AssertFatal(scene != NULL, "Error, mission done loading and no scene?");
|
||||
|
||||
U32 currStart = 0;
|
||||
U32 currEnd = 1;
|
||||
Vector<SimGroup*> groups;
|
||||
groups.push_back(pMissionGroup);
|
||||
groups.push_back(scene);
|
||||
|
||||
while (true) {
|
||||
for (U32 i = currStart; i < currEnd; i++) {
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue