From f2640544053788becedfc2ce14c3650f71f0d648 Mon Sep 17 00:00:00 2001 From: Areloch Date: Mon, 27 Nov 2017 01:18:19 -0600 Subject: [PATCH] Merge pull request #2123 from nev7n/forestEditorFix Fix forest editor failing to load forest --- Templates/Empty/game/tools/forestEditor/forestEditorGui.cs | 2 +- Templates/Empty/game/tools/forestEditor/main.cs | 4 ++-- Templates/Full/game/tools/forestEditor/forestEditorGui.cs | 2 +- Templates/Full/game/tools/forestEditor/main.cs | 4 ++-- 4 files changed, 6 insertions(+), 6 deletions(-) diff --git a/Templates/Empty/game/tools/forestEditor/forestEditorGui.cs b/Templates/Empty/game/tools/forestEditor/forestEditorGui.cs index e0e9f1ce4..5916e84d7 100644 --- a/Templates/Empty/game/tools/forestEditor/forestEditorGui.cs +++ b/Templates/Empty/game/tools/forestEditor/forestEditorGui.cs @@ -50,7 +50,7 @@ function ForestEditorGui::onActiveForestUpdated( %this, %forest, %createNew ) /// Called from a message box when a forest is not found. function ForestEditorGui::createForest( %this ) { - %forestObject = parseMissionGroupForIds("Forest", ""); + %forestObject = trim(parseMissionGroupForIds("Forest", "")); if ( isObject( %forestObject ) ) { diff --git a/Templates/Empty/game/tools/forestEditor/main.cs b/Templates/Empty/game/tools/forestEditor/main.cs index 6a7dbf994..813c744eb 100644 --- a/Templates/Empty/game/tools/forestEditor/main.cs +++ b/Templates/Empty/game/tools/forestEditor/main.cs @@ -143,7 +143,7 @@ function ForestEditorPlugin::onActivated( %this ) //ForestEditToolbar.setVisible( true ); //Get our existing forest object in our current mission if we have one - %forestObject = parseMissionGroupForIds("Forest", ""); + %forestObject = trim(parseMissionGroupForIds("Forest", "")); if(isObject(%forestObject)) { ForestEditorGui.setActiveForest(%forestObject.getName()); @@ -241,7 +241,7 @@ function ForestEditorPlugin::onSaveMission( %this, %missionFile ) ForestDataManager.saveDirty(); //First, find out if we have an existing forest object - %forestObject = parseMissionGroupForIds("Forest", ""); + %forestObject = trim(parseMissionGroupForIds("Forest", "")); if ( isObject( %forestObject ) ) { diff --git a/Templates/Full/game/tools/forestEditor/forestEditorGui.cs b/Templates/Full/game/tools/forestEditor/forestEditorGui.cs index e0e9f1ce4..5916e84d7 100644 --- a/Templates/Full/game/tools/forestEditor/forestEditorGui.cs +++ b/Templates/Full/game/tools/forestEditor/forestEditorGui.cs @@ -50,7 +50,7 @@ function ForestEditorGui::onActiveForestUpdated( %this, %forest, %createNew ) /// Called from a message box when a forest is not found. function ForestEditorGui::createForest( %this ) { - %forestObject = parseMissionGroupForIds("Forest", ""); + %forestObject = trim(parseMissionGroupForIds("Forest", "")); if ( isObject( %forestObject ) ) { diff --git a/Templates/Full/game/tools/forestEditor/main.cs b/Templates/Full/game/tools/forestEditor/main.cs index 6a7dbf994..813c744eb 100644 --- a/Templates/Full/game/tools/forestEditor/main.cs +++ b/Templates/Full/game/tools/forestEditor/main.cs @@ -143,7 +143,7 @@ function ForestEditorPlugin::onActivated( %this ) //ForestEditToolbar.setVisible( true ); //Get our existing forest object in our current mission if we have one - %forestObject = parseMissionGroupForIds("Forest", ""); + %forestObject = trim(parseMissionGroupForIds("Forest", "")); if(isObject(%forestObject)) { ForestEditorGui.setActiveForest(%forestObject.getName()); @@ -241,7 +241,7 @@ function ForestEditorPlugin::onSaveMission( %this, %missionFile ) ForestDataManager.saveDirty(); //First, find out if we have an existing forest object - %forestObject = parseMissionGroupForIds("Forest", ""); + %forestObject = trim(parseMissionGroupForIds("Forest", "")); if ( isObject( %forestObject ) ) {