diff --git a/Engine/source/materials/materialManager.h b/Engine/source/materials/materialManager.h index 3a52363a3..6d0fbdd53 100644 --- a/Engine/source/materials/materialManager.h +++ b/Engine/source/materials/materialManager.h @@ -113,6 +113,10 @@ public: /// procedural shaders have been flushed. typedef Signal FlushSignal; + /// Returns the signal used to notify systems that the + /// procedural shaders have been flushed. + FlushSignal& getFlushSignal() { return mFlushSignal; } + /// Flushes all the procedural shaders and re-initializes all /// the active materials instances immediately. void flushAndReInitInstances(); diff --git a/Templates/BaseGame/game/tools/worldEditor/gui/objectBuilderGui.ed.gui b/Templates/BaseGame/game/tools/worldEditor/gui/objectBuilderGui.ed.gui index 83595d5d5..c84636946 100644 --- a/Templates/BaseGame/game/tools/worldEditor/gui/objectBuilderGui.ed.gui +++ b/Templates/BaseGame/game/tools/worldEditor/gui/objectBuilderGui.ed.gui @@ -1282,9 +1282,9 @@ function ObjectBuilderGui::addWaterObjectFields(%this) %this.addField("waveSpeed[2]", "TypeFloat", "Wave Speed", "1"); %this.addField("overallWaveMagnitude", "TypeFloat", "Overall Wave Magnitude", "1.0"); - %this.addField("RippleTexAsset", "TypeImageAssetPtrRefactor", "Ripple Texture", "Core_Rendering:ripple_image" ); - %this.addField("DepthGradientTexAsset", "TypeImageAssetPtrRefactor", "Depth Gradient Texture", "Core_Rendering:depthcolor_ramp_image" ); - %this.addField("FoamTexAsset", "TypeImageAssetPtrRefactor", "Foam Texture", "Core_Rendering:foam_image" ); + %this.addField("RippleTexAsset", "TypeImageAssetPtr", "Ripple Texture", "Core_Rendering:ripple_image" ); + %this.addField("DepthGradientTexAsset", "TypeImageAssetPtr", "Depth Gradient Texture", "Core_Rendering:depthcolor_ramp_image" ); + %this.addField("FoamTexAsset", "TypeImageAssetPtr", "Foam Texture", "Core_Rendering:foam_image" ); } function ObjectBuilderGui::buildWaterBlock(%this)