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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-14 08:04:40 +00:00
Removed scan-down of subscenes from Scene's getObjectsByClass call
Properly returned value for SubScene::save()
This commit is contained in:
parent
ae8eca48e1
commit
d896a2b99a
3 changed files with 5 additions and 17 deletions
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@ -369,7 +369,7 @@ void Scene::getUtilizedAssetsFromSceneObject(SimObject* object, Vector<StringTab
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}
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}
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//
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//
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Vector<SceneObject*> Scene::getObjectsByClass(String className, bool checkSubscenes)
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Vector<SceneObject*> Scene::getObjectsByClass(String className)
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{
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{
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return Vector<SceneObject*>();
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return Vector<SceneObject*>();
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}
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}
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@ -86,12 +86,12 @@ public:
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void unpackUpdate(NetConnection *conn, BitStream *stream) override;
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void unpackUpdate(NetConnection *conn, BitStream *stream) override;
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//
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//
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Vector<SceneObject*> getObjectsByClass(String className, bool checkSubscenes);
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Vector<SceneObject*> getObjectsByClass(String className);
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void getUtilizedAssetsFromSceneObject(SimObject* object, Vector<StringTableEntry>* usedAssetsList);
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void getUtilizedAssetsFromSceneObject(SimObject* object, Vector<StringTableEntry>* usedAssetsList);
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template <class T>
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template <class T>
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Vector<T*> getObjectsByClass(bool checkSubscenes);
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Vector<T*> getObjectsByClass();
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static Scene *getRootScene()
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static Scene *getRootScene()
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{
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{
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@ -108,7 +108,7 @@ public:
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template <class T>
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template <class T>
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Vector<T*> Scene::getObjectsByClass(bool checkSubscenes)
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Vector<T*> Scene::getObjectsByClass()
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{
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{
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Vector<T*> foundObjects;
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Vector<T*> foundObjects;
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@ -129,19 +129,6 @@ Vector<T*> Scene::getObjectsByClass(bool checkSubscenes)
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foundObjects.push_back(curObject);
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foundObjects.push_back(curObject);
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}
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}
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if (checkSubscenes)
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{
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for (U32 i = 0; i < mSubScenes.size(); i++)
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{
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Vector<T*> appendList = mSubScenes[i]->getObjectsByClass<T>(true);
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for (U32 a = 0; a < appendList.size(); a++)
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{
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foundObjects.push_back(appendList[a]);
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}
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}
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}
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return foundObjects;
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return foundObjects;
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}
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}
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#endif
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#endif
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@ -338,6 +338,7 @@ bool SubScene::save()
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//Finally, save
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//Finally, save
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saveSuccess = mLevelAsset->saveAsset();
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saveSuccess = mLevelAsset->saveAsset();
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return saveSuccess;
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}
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}
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void SubScene::_onSelected()
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void SubScene::_onSelected()
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