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https://github.com/TorqueGameEngines/Torque3D.git
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show/hide children automagically for simgroups via inspector
operates by shifting oninspectpostapply callback further down the inheritance hieracrchy and add some scripts to trigger sethidden and setlocked for all sceneobjects in a given simgroup if the states are set for that group
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482b179baa
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5 changed files with 11 additions and 4 deletions
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@ -57,6 +57,8 @@ SimObjectId SimObject::smForcedId = 0;
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bool SimObject::preventNameChanging = false;
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IMPLEMENT_CALLBACK(SimObject, onInspectPostApply, void, (SimObject* obj), (obj), "Generic callback for when an object is edited");
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namespace Sim
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{
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// Defined in simManager.cpp
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@ -2237,6 +2239,7 @@ void SimObject::inspectPreApply()
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void SimObject::inspectPostApply()
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{
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onInspectPostApply_callback(this);
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}
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//-----------------------------------------------------------------------------
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@ -965,6 +965,7 @@ class SimObject: public ConsoleObject, public TamlCallbacks
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virtual void getConsoleMethodData(const char * fname, S32 routingId, S32 * type, S32 * minArgs, S32 * maxArgs, void ** callback, const char ** usage) {}
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DECLARE_CONOBJECT( SimObject );
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DECLARE_CALLBACK(void, onInspectPostApply, (SimObject* obj));
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static SimObject* __findObject( const char* id ) { return Sim::findObject( id ); }
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static const char* __getObjectId( ConsoleObject* object )
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@ -93,7 +93,6 @@ ConsoleDocClass( SceneObject,
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"@ingroup gameObjects\n"
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);
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IMPLEMENT_CALLBACK(SceneObject, onInspectPostApply, void, (SceneObject* obj), (obj),"Generic callback for when an object is edited");
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#ifdef TORQUE_TOOLS
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extern bool gEditingMission;
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#endif
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@ -377,7 +376,6 @@ void SceneObject::inspectPostApply()
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{
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if( isServerObject() )
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setMaskBits( MountedMask );
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onInspectPostApply_callback(this);
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Parent::inspectPostApply();
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}
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@ -794,7 +794,6 @@ class SceneObject : public NetObject, private SceneContainer::Link, public Proce
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static bool _setGameObject(void* object, const char* index, const char* data);
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DECLARE_CONOBJECT( SceneObject );
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DECLARE_CALLBACK(void, onInspectPostApply, (SceneObject* obj));
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private:
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SceneObject( const SceneObject& ); ///< @deprecated disallowed
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