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https://github.com/TorqueGameEngines/Torque3D.git
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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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@ -9,6 +9,7 @@
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#include "physics/physicsShape.h"
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#include "renderInstance/renderPassManager.h"
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#include "scene/sceneRenderState.h"
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#include "Scene.h"
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IMPLEMENT_CO_NETOBJECT_V1(SceneGroup);
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@ -156,6 +157,37 @@ void SceneGroup::onInspect(GuiInspector* inspector)
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regenButton->setConsoleCommand(rgBuffer);
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regenFieldGui->addObject(regenButton);
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//
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//Regen bounds button
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GuiInspectorField* reparentFieldGui = sceneGroupGrp->createInspectorField();
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reparentFieldGui->init(inspector, sceneGroupGrp);
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reparentFieldGui->setSpecialEditField(true);
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reparentFieldGui->setTargetObject(this);
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fldnm = StringTable->insert("ReparentOOBObjs");
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reparentFieldGui->setSpecialEditVariableName(fldnm);
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reparentFieldGui->setInspectorField(NULL, fldnm);
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reparentFieldGui->setDocs("");
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stack->addObject(reparentFieldGui);
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GuiButtonCtrl* reparentButton = new GuiButtonCtrl();
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reparentButton->registerObject();
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reparentButton->setDataField(StringTable->insert("profile"), NULL, "ToolsGuiButtonProfile");
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reparentButton->setText("Reparent Out-of-bounds Objs");
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reparentButton->resize(Point2I::Zero, regenFieldGui->getExtent());
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reparentButton->setHorizSizing(GuiControl::horizResizeWidth);
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reparentButton->setVertSizing(GuiControl::vertResizeHeight);
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char rprntBuffer[512];
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dSprintf(rprntBuffer, 512, "%d.reparentOOBObjects();", this->getId());
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reparentButton->setConsoleCommand(rprntBuffer);
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reparentFieldGui->addObject(reparentButton);
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#endif
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}
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@ -279,6 +311,27 @@ void SceneGroup::recalculateBoundingBox()
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setMaskBits(TransformMask);
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}
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void SceneGroup::reparentOOBObjects()
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{
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if (empty())
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return;
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// Extend the bounding box to include each child's bounding box
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for (SimSetIterator itr(this); *itr; ++itr)
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{
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SceneObject* child = dynamic_cast<SceneObject*>(*itr);
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if (child)
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{
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const Box3F& childBox = child->getWorldBox();
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if(!mWorldBox.isOverlapped(childBox))
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{
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Scene::getRootScene()->addObject(child);
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}
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}
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}
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}
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U32 SceneGroup::packUpdate(NetConnection* conn, U32 mask, BitStream* stream)
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{
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U32 retMask = Parent::packUpdate(conn, mask, stream);
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@ -363,3 +416,9 @@ DefineEngineMethod(SceneGroup, recalculateBounds, void, (), ,
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{
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object->recalculateBoundingBox();
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}
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DefineEngineMethod(SceneGroup, reparentOOBObjects, void, (), ,
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"Finds objects that are children of the SceneGroup and, if not overlapping or in the bounds, reparents them to the root scene.\n")
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{
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object->reparentOOBObjects();
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}
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