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https://github.com/TorqueGameEngines/Torque3D.git
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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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parent
23895e365a
commit
f07c8745b2
27 changed files with 692 additions and 700 deletions
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@ -176,11 +176,6 @@ FRangeValidator speedValidator(0.0f, AnimSpeedMax);
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void TSStatic::initPersistFields()
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{
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addFieldV("AnimOffset", TypeF32, Offset(mAnimOffset, TSStatic), &percentValidator,
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"Percent Animation Offset.");
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addFieldV("AnimSpeed", TypeF32, Offset(mAnimSpeed, TSStatic), &speedValidator,
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"Percent Animation Speed.");
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addGroup("Shape");
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INITPERSISTFIELD_SHAPEASSET(Shape, TSStatic, "Model to use for this TSStatic");
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@ -219,16 +214,21 @@ void TSStatic::initPersistFields()
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"name as the new target.\n\n");
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endGroup("Materials");
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addGroup("Rendering");
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addGroup("Animation");
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addField("playAmbient", TypeBool, Offset(mPlayAmbient, TSStatic),
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"Enables automatic playing of the animation sequence named \"ambient\" (if it exists) when the TSStatic is loaded.");
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addFieldV("AnimOffset", TypeF32, Offset(mAnimOffset, TSStatic), &percentValidator,
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"Percent Animation Offset.");
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addFieldV("AnimSpeed", TypeF32, Offset(mAnimSpeed, TSStatic), &speedValidator,
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"Percent Animation Speed.");
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endGroup("Animation");
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addGroup("Rendering");
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addField("meshCulling", TypeBool, Offset(mMeshCulling, TSStatic),
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"Enables detailed culling of meshes within the TSStatic. Should only be used "
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"with large complex shapes like buildings which contain many submeshes.");
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addField("originSort", TypeBool, Offset(mUseOriginSort, TSStatic),
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"Enables translucent sorting of the TSStatic by its origin instead of the bounds.");
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endGroup("Rendering");
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addGroup("Reflection");
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