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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
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218 changed files with 7060 additions and 2938 deletions
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@ -836,7 +836,7 @@ public:
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/// Define a call-in point for calling into the engine. Unlike with DefineEngineFunction, the statically
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/// callable function will be confined to the namespace of the given class.
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///
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/// @param name The name of the C++ class (or a registered export scope).
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/// @param classname The name of the C++ class (or a registered export scope).
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/// @param name The name of the method as it should be seen by the control layer.
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/// @param returnType The value type returned to the control layer.
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/// @param args The argument list as it would appear on the function definition
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@ -2834,13 +2834,16 @@ DefineEngineMethod( SimObject, getFieldValue, const char*, ( const char* fieldNa
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"@param index Optional parameter to specify the index of an array field separately.\n"
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"@return The value of the given field or \"\" if undefined." )
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{
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const U32 nameLen = dStrlen( fieldName );
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if (nameLen == 0)
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return "";
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char fieldNameBuffer[ 1024 ];
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char arrayIndexBuffer[ 64 ];
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// Parse out index if the field is given in the form of 'name[index]'.
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const char* arrayIndex = NULL;
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const U32 nameLen = dStrlen( fieldName );
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if( fieldName[ nameLen - 1 ] == ']' )
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{
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const char* leftBracket = dStrchr( fieldName, '[' );
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