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https://github.com/TorqueGameEngines/Torque3D.git
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Fixes issue where Regenerate Bounds button for SceneGroup/SubScenes wasn't displaying by moving it to Editing inspector group
Added mode toggle for if changing the transform influences the child objects of a SubScene or not Added onSelected/onUnselected callbacks for SimObjects to allow contextual behavior in the editor Added functionality of programmatic/dynamic Tool Button Palettes Added logic so when selecting SubScenes the world editor palette has new buttons for letting the move/rotate actions influence the child objects
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10d1aeca1f
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11 changed files with 318 additions and 25 deletions
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@ -10,6 +10,8 @@
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#include "gui/editor/inspector/group.h"
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#include "T3D/gameBase/gameBase.h"
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bool SubScene::smTransformChildren = false;
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IMPLEMENT_CO_NETOBJECT_V1(SubScene);
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S32 SubScene::mUnloadTimeoutMs = 5000;
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@ -86,6 +88,10 @@ void SubScene::consoleInit()
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Con::addVariable("$SubScene::UnloadTimeoutMS", TypeBool, &SubScene::mUnloadTimeoutMs, "The amount of time in milliseconds it takes for a SubScene to be unloaded if it's inactive.\n"
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"@ingroup Editors\n");
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Con::addVariable("$SubScene::transformChildren", TypeBool, &SubScene::smTransformChildren,
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"@brief If true, then transform manipulations modify child objects. If false, only triggering bounds is manipulated\n\n"
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"@ingroup Editors");
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}
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void SubScene::addObject(SimObject* object)
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@ -163,6 +169,30 @@ void SubScene::inspectPostApply()
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setMaskBits(-1);
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}
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void SubScene::setTransform(const MatrixF& mat)
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{
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if(SubScene::smTransformChildren)
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{
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Parent::setTransform(mat);
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}
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else
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{
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SceneObject::setTransform(mat);
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}
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}
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void SubScene::setRenderTransform(const MatrixF& mat)
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{
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if (SubScene::smTransformChildren)
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{
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Parent::setRenderTransform(mat);
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}
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else
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{
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SceneObject::setRenderTransform(mat);
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}
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}
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bool SubScene::evaluateCondition()
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{
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if (!mLoadIf.isEmpty())
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