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- Reimplements autosave logic to handle levels, subscenes and terrains in a more consistent, reliable way.
- Adds entry to RMB menu in Asset Browser to restore an asset to a backup copy taken from autosaves - Adds reparent out-of-bounds objects button to SceneGroup inspector - Adds ability to have SubScene have a different loading bounds from the actual subscene bounds, allowing load triggering to happen ahead of the bounds of the subscene itself - Fixes asset importer handling of animFPS field to be the correct type - Adds onInspect handling to GameBase allowing better handling for any game class type with editor integration - Add getAssetLooseFileCount and getAssetLooseFile to AssetManager to be able to iterate over all loose files associated to an asset - Add standard/default preload function def to forestItem - Fixes handling of text placement on GuiIconButtonCtrl when text is set to the right - Adds setGlobalCenter utility function - Adds ability to set guiInputCtrl active state - Matched util functions for tracking if left and right mouse buttons are down to EditTSCtrl alongside the existing middle mouse - Add empty element sanity check to appMesh loader - Add callback for GameBase when game is created - Add default graphics options config for steamdeck - Fix typo in assetImportConfig default - Filters SceneGroup utility buttons in inspector to only show for relevent class types
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33 changed files with 978 additions and 237 deletions
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@ -78,7 +78,7 @@ public:
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StringTableEntry getOriginatingFile();
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StringTableEntry getLevelAsset();
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bool saveScene(StringTableEntry fileName);
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bool saveScene(StringTableEntry fileName, const bool& saveSubScenes = true);
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//
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//Networking
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@ -86,7 +86,7 @@ public:
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void unpackUpdate(NetConnection *conn, BitStream *stream) override;
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//
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Vector<SceneObject*> getObjectsByClass(String className);
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void getObjectsByClass(SimObject* object, StringTableEntry className, Vector<SimObject*>* objectsList, bool checkSubscenes = false);
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void getUtilizedAssetsFromSceneObject(SimObject* object, Vector<StringTableEntry>* usedAssetsList);
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