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Implementation of Subscenes, SceneGroups and Gamemodes
Standardizes Gamemodes to be an actual class with data and utility functions that can be parsed Adds inspector field handling for selecting gamemodes Updated Scene class to work with Gamemodes for the gamemode field Updates editor suite elements to be able to create SubScenes, SceneGroups and Gamemodes Adds ability to convert SimGroup to SubScene Updates BaseUI's chooselevel menu to have gamemode selection and filters shown levels based on selected gamemode
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36 changed files with 2963 additions and 173 deletions
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@ -2013,3 +2013,8 @@ void SceneObject::onNewParent(SceneObject *newParent) { if (isServerObject()) on
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void SceneObject::onLostParent(SceneObject *oldParent) { if (isServerObject()) onLostParent_callback(oldParent); }
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void SceneObject::onNewChild(SceneObject *newKid) { if (isServerObject()) onNewChild_callback(newKid); }
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void SceneObject::onLostChild(SceneObject *lostKid) { if (isServerObject()) onLostChild_callback(lostKid); }
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IMPLEMENT_CALLBACK(SceneObject, onSaving, void, (const char* fileName), (fileName),
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"@brief Called when a saving is occuring to allow objects to special-handle prepwork for saving if required.\n\n"
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"@param fileName The level file being saved\n");
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