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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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5 changed files with 11 additions and 4 deletions
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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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