- 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
This commit is contained in:
JeffR 2025-05-25 07:40:10 -05:00
parent 70502d1b0f
commit bb7ee38bf4
33 changed files with 978 additions and 237 deletions

View file

@ -2855,6 +2855,23 @@ DefineEngineMethod( GuiControl, getGlobalCenter, Point2I, (),,
//-----------------------------------------------------------------------------
DefineEngineMethod(GuiControl, setGlobalCenter, void, (S32 x, S32 y), ,
"Set the coordinate of the control's center point in coordinates relative to the root control in its control hierarchy.\n"
"@param x The X coordinate of the new center point of the control relative to the root control's.\n"
"@param y The Y coordinate of the new center point of the control relative to the root control's.")
{
//see if we can turn the x/y into ints directly,
Point2I lPosOffset = object->globalToLocalCoord(Point2I(x, y));
lPosOffset += object->getPosition();
const Point2I ext = object->getExtent();
Point2I newpos(lPosOffset.x - ext.x / 2, lPosOffset.y - ext.y / 2);
object->setPosition(newpos);
}
//-----------------------------------------------------------------------------
DefineEngineMethod( GuiControl, getGlobalPosition, Point2I, (),,
"Get the position of the control relative to the root of the GuiControl hierarchy it is contained in.\n"
"@return The control's current position in root-relative coordinates." )