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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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@ -101,6 +101,8 @@ SimObjectId SimObject::smForcedId = 0;
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bool SimObject::preventNameChanging = false;
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IMPLEMENT_CALLBACK(SimObject, onInspectPostApply, void, (SimObject* obj), (obj), "Generic callback for when an object is edited");
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IMPLEMENT_CALLBACK(SimObject, onSelected, void, (SimObject* obj), (obj), "Generic callback for when an object is selected");
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IMPLEMENT_CALLBACK(SimObject, onUnselected, void, (SimObject* obj), (obj), "Generic callback for when an object is un-selected");
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namespace Sim
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{
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@ -527,6 +529,14 @@ bool SimObject::save(const char *pcFileName, bool bOnlySelected, const char *pre
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}
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bool SimObject::saveAppend(const char* pcFileName, bool bOnlySelected, const char* preappend)
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{
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return true;
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}
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//-----------------------------------------------------------------------------
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SimPersistID* SimObject::getOrCreatePersistentId()
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@ -2207,11 +2217,13 @@ void SimObject::setSelected( bool sel )
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{
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mFlags.set( Selected );
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_onSelected();
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onSelected_callback(this);
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}
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else
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{
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mFlags.clear( Selected );
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_onUnselected();
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onUnselected_callback(this);
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}
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}
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