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https://github.com/TorqueGameEngines/Torque3D.git
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Tweaked the naming convention to a) be more in line with the prefab creation functions, and b) avoid common artist terminologies that may lead to confusion on what it does.
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8ec88a26b6
commit
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4 changed files with 9 additions and 9 deletions
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@ -3753,18 +3753,18 @@ void WorldEditor::explodeSelectedPrefab()
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setDirty();
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}
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void WorldEditor::bakeSelectionToMesh(const char *filename)
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void WorldEditor::makeSelectionAMesh(const char *filename)
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{
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if (mSelected->size() == 0)
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{
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Con::errorf("WorldEditor::makeSelectionPrefab - Nothing selected.");
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Con::errorf("WorldEditor::makeSelectionAMesh - Nothing selected.");
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return;
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}
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SimGroup *missionGroup;
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if (!Sim::findObject("MissionGroup", missionGroup))
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{
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Con::errorf("WorldEditor::makeSelectionPrefab - Could not find MissionGroup.");
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Con::errorf("WorldEditor::makeSelectionAMesh - Could not find MissionGroup.");
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return;
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}
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@ -3918,11 +3918,11 @@ DefineEngineMethod( WorldEditor, explodeSelectedPrefab, void, (),,
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object->explodeSelectedPrefab();
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}
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DefineEngineMethod(WorldEditor, bakeSelectionToMesh, void, (const char* filename), ,
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DefineEngineMethod(WorldEditor, makeSelectionAMesh, void, (const char* filename), ,
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"Save selected objects to a .dae collada file and replace them in the level with a TSStatic object."
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"@param filename collada file to save the selected objects to.")
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{
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object->bakeSelectionToMesh(filename);
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object->makeSelectionAMesh(filename);
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}
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DefineEngineMethod( WorldEditor, mountRelative, void, ( SceneObject *objA, SceneObject *objB ),,
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@ -117,7 +117,7 @@ class WorldEditor : public EditTSCtrl
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void makeSelectionPrefab( const char *filename );
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void explodeSelectedPrefab();
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void bakeSelectionToMesh(const char *filename);
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void makeSelectionAMesh(const char *filename);
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//
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static SceneObject* getClientObj(SceneObject *);
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