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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-28 16:49:43 +00:00
Added asset import logging
Added WIP of lighting viz logic to point and spotlight shaders Made new asset window adhere to path-based system Ongoing work to standardize asset import actions Context-based Asset Import popups Fixed behavior with adding a new sequence in shape editor Made it so apply in PostFX editor no longer closes window Work to re-add class visibility filters in editor
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24 changed files with 613 additions and 281 deletions
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@ -955,7 +955,7 @@ void SceneObject::_updateZoningState() const
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//-----------------------------------------------------------------------------
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U32 SceneObject::_getCurrZone( const U32 index ) const
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U32 SceneObject::getCurrZone( const U32 index ) const
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{
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_updateZoningState();
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@ -282,12 +282,6 @@ class SceneObject : public NetObject, private SceneContainer::Link, public Proce
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/// of the object is dirty, the list contents may be outdated.
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ZoneRef* _getZoneRefHead() const { return mZoneRefHead; }
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/// Gets the number of zones containing this object.
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U32 _getNumCurrZones() const { return mNumCurrZones; }
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/// Returns the nth zone containing this object.
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U32 _getCurrZone( const U32 index ) const;
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/// @}
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/// @name Transform and Collision Members
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@ -749,6 +743,12 @@ class SceneObject : public NetObject, private SceneContainer::Link, public Proce
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void setLightingPlugin( SceneObjectLightingPlugin* plugin ) { mLightPlugin = plugin; }
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SceneObjectLightingPlugin* getLightingPlugin() { return mLightPlugin; }
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/// Gets the number of zones containing this object.
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U32 getNumCurrZones() const { return mNumCurrZones; }
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/// Returns the nth zone containing this object.
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U32 getCurrZone(const U32 index) const;
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/// @}
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/// @name Global Bounds
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