Modification of #2145

Original PR broke class-type visibility toggles in the editor, so this adjustment on the same setup keeps the optimized path, but also enables the original class-based render toggle if the editor is open.
(Also adds TORQUE_TOOLS check to have it be even leaner if the project doesn't have tool support at all)
This commit is contained in:
Areloch 2019-04-08 10:20:13 -05:00
parent a481d35b10
commit c622cfcb6b

View file

@ -93,6 +93,9 @@ ConsoleDocClass( SceneObject,
"@ingroup gameObjects\n" "@ingroup gameObjects\n"
); );
#ifdef TORQUE_TOOLS
extern bool gEditingMission;
#endif
Signal< void( SceneObject* ) > SceneObject::smSceneObjectAdd; Signal< void( SceneObject* ) > SceneObject::smSceneObjectAdd;
Signal< void( SceneObject* ) > SceneObject::smSceneObjectRemove; Signal< void( SceneObject* ) > SceneObject::smSceneObjectRemove;
@ -762,10 +765,16 @@ void SceneObject::onCameraScopeQuery( NetConnection* connection, CameraScopeQuer
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
bool SceneObject::isRenderEnabled() const bool SceneObject::isRenderEnabled() const
{
#ifdef TORQUE_TOOLS
if (gEditingMission)
{ {
AbstractClassRep *classRep = getClassRep(); AbstractClassRep *classRep = getClassRep();
return (mObjectFlags.test(RenderEnabledFlag) && classRep->isRenderEnabled()); return (mObjectFlags.test(RenderEnabledFlag) && classRep->isRenderEnabled());
} }
#endif
return (mObjectFlags.test(RenderEnabledFlag));
}
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------