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
This commit is contained in:
AzaezelX 2020-03-29 17:36:33 -05:00
parent 482b179baa
commit bf50af7954
5 changed files with 11 additions and 4 deletions

View file

@ -93,7 +93,6 @@ ConsoleDocClass( SceneObject,
"@ingroup gameObjects\n"
);
IMPLEMENT_CALLBACK(SceneObject, onInspectPostApply, void, (SceneObject* obj), (obj),"Generic callback for when an object is edited");
#ifdef TORQUE_TOOLS
extern bool gEditingMission;
#endif
@ -377,7 +376,6 @@ void SceneObject::inspectPostApply()
{
if( isServerObject() )
setMaskBits( MountedMask );
onInspectPostApply_callback(this);
Parent::inspectPostApply();
}

View file

@ -794,7 +794,6 @@ class SceneObject : public NetObject, private SceneContainer::Link, public Proce
static bool _setGameObject(void* object, const char* index, const char* data);
DECLARE_CONOBJECT( SceneObject );
DECLARE_CALLBACK(void, onInspectPostApply, (SceneObject* obj));
private:
SceneObject( const SceneObject& ); ///< @deprecated disallowed