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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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@ -52,6 +52,9 @@ private:
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bool mGlobalLayer;
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bool mUseSeparateLoadBounds;
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Point3F mLoadBounds;
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public:
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SubScene();
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virtual ~SubScene();
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@ -118,7 +121,7 @@ public:
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return mStartUnloadTimerMS;
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}
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bool save();
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bool save(const String& filename = String());
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DECLARE_CALLBACK(void, onLoaded, ());
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DECLARE_CALLBACK(void, onUnloaded, ());
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