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inspector cleanups
clustering work for datablocks for both consistent scanning for object parameters, as well as an eye towards orgainizing things to make reviewing what variations of components we'll be needing down the line clearer
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27 changed files with 692 additions and 700 deletions
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@ -110,19 +110,20 @@ bool PhysicsDebrisData::preload( bool server, String &errorStr )
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void PhysicsDebrisData::initPersistFields()
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{
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addGroup( "Display" );
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addGroup( "Shapes" );
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addProtectedField( "shapeFile", TypeShapeFilename, Offset( mShapeName, PhysicsDebrisData ), &_setShapeData, &defaultProtectedGetFn,
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"@brief Path to the .DAE or .DTS file to use for this shape.\n\n"
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"Compatable with Live-Asset Reloading.", AbstractClassRep::FIELD_HideInInspectors);
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INITPERSISTFIELD_SHAPEASSET(Shape, PhysicsDebrisData, "@brief Shape to use with this debris.\n\n"
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"Compatable with Live-Asset Reloading.");
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endGroup( "Shapes" );
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addGroup("Rendering");
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addField( "castShadows", TypeBool, Offset( castShadows, PhysicsDebrisData ),
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"@brief Determines if the shape's shadow should be cast onto the environment.\n\n" );
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endGroup( "Display" );
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endGroup("Rendering");
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addGroup( "Physical Properties" );
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@ -723,4 +724,4 @@ void PhysicsDebris::_onPhysicsReset( PhysicsResetEvent reset )
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// Editing stuff, clean up the trash!
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safeDeleteObject();
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}
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}
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}
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