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
This commit is contained in:
AzaezelX 2023-01-24 17:12:23 -06:00
parent 23895e365a
commit f07c8745b2
27 changed files with 692 additions and 700 deletions

View file

@ -110,19 +110,20 @@ bool PhysicsDebrisData::preload( bool server, String &errorStr )
void PhysicsDebrisData::initPersistFields()
{
addGroup( "Display" );
addGroup( "Shapes" );
addProtectedField( "shapeFile", TypeShapeFilename, Offset( mShapeName, PhysicsDebrisData ), &_setShapeData, &defaultProtectedGetFn,
"@brief Path to the .DAE or .DTS file to use for this shape.\n\n"
"Compatable with Live-Asset Reloading.", AbstractClassRep::FIELD_HideInInspectors);
INITPERSISTFIELD_SHAPEASSET(Shape, PhysicsDebrisData, "@brief Shape to use with this debris.\n\n"
"Compatable with Live-Asset Reloading.");
endGroup( "Shapes" );
addGroup("Rendering");
addField( "castShadows", TypeBool, Offset( castShadows, PhysicsDebrisData ),
"@brief Determines if the shape's shadow should be cast onto the environment.\n\n" );
endGroup( "Display" );
endGroup("Rendering");
addGroup( "Physical Properties" );
@ -723,4 +724,4 @@ void PhysicsDebris::_onPhysicsReset( PhysicsResetEvent reset )
// Editing stuff, clean up the trash!
safeDeleteObject();
}
}
}