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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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11 changed files with 318 additions and 25 deletions
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@ -579,6 +579,7 @@ class SimObject: public ConsoleObject, public TamlCallbacks
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/// Save object as a TorqueScript File.
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virtual bool save( const char* pcFilePath, bool bOnlySelected = false, const char *preappend = NULL );
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virtual bool saveAppend(const char* pcFilePath, bool bOnlySelected = false, const char* preappend = NULL);
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/// Check if a method exists in the objects current namespace.
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virtual bool isMethod( const char* methodName );
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@ -981,6 +982,8 @@ class SimObject: public ConsoleObject, public TamlCallbacks
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DECLARE_CONOBJECT( SimObject );
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DECLARE_CALLBACK(void, onInspectPostApply, (SimObject* obj));
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DECLARE_CALLBACK(void, onSelected, (SimObject* obj));
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DECLARE_CALLBACK(void, onUnselected, (SimObject* obj));
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static SimObject* __findObject( const char* id ) { return Sim::findObject( id ); }
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static const char* __getObjectId( ConsoleObject* object )
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