Merge branch 'development' of https://github.com/GarageGames/Torque3D into PBR_ProbeArrayGLWIP

# Conflicts:
#	Engine/source/gfx/D3D11/gfxD3D11Device.cpp
#	Engine/source/lighting/lightManager.cpp
#	Templates/Full/game/levels/Empty Room.mis
#	Templates/Full/game/levels/Empty Terrain.mis
This commit is contained in:
AzaezelX 2019-05-01 23:18:31 -05:00
commit dd1470202d
218 changed files with 7060 additions and 2938 deletions

View file

@ -836,7 +836,7 @@ public:
/// Define a call-in point for calling into the engine. Unlike with DefineEngineFunction, the statically
/// callable function will be confined to the namespace of the given class.
///
/// @param name The name of the C++ class (or a registered export scope).
/// @param classname The name of the C++ class (or a registered export scope).
/// @param name The name of the method as it should be seen by the control layer.
/// @param returnType The value type returned to the control layer.
/// @param args The argument list as it would appear on the function definition

View file

@ -2834,13 +2834,16 @@ DefineEngineMethod( SimObject, getFieldValue, const char*, ( const char* fieldNa
"@param index Optional parameter to specify the index of an array field separately.\n"
"@return The value of the given field or \"\" if undefined." )
{
const U32 nameLen = dStrlen( fieldName );
if (nameLen == 0)
return "";
char fieldNameBuffer[ 1024 ];
char arrayIndexBuffer[ 64 ];
// Parse out index if the field is given in the form of 'name[index]'.
const char* arrayIndex = NULL;
const U32 nameLen = dStrlen( fieldName );
if( fieldName[ nameLen - 1 ] == ']' )
{
const char* leftBracket = dStrchr( fieldName, '[' );