clang + ninja via clion disliked a string assignment from a case that could feed a string either another string or a char *, soi used the latter acroiss the board
* Adds method to Scene to delete dynamic objects in the scene
* Add getNodeTransform to ShapeBase
* Add sanity check to AFX ea_update function to avoid divide by zero
* Adds ability to set color mul on GuiBitmapBorderCtrl like bitmapCtrl
* MatrixF utilty functions/operators
* Add ability to ignore an object in the containerBoxEmpty method call
* Adds some better initialization/sanity handling for resetWorldBox and resetRenderWorldBox for SceneObject
- Fixed formatting of resolution strings for the internal values, allowing them to be properly parsed and applied by the options menu/canvas
- Fixed display of Display Device on option's menu
- Fixed Issue of it not displaying any keybinds in keyboard/gamepad options if there's only a single actionmap
- Added 'hold to scroll' action to optionsMenu
- Added apply button to options menu
- Added remap button to options menu when on keyboard/gamepad keybinds categories
- Fixed up the remap logic so remapping a key only unbinds the matched device being bound, so binds for different devices are untouched
- Made keybinds options properly refresh when keybinds are changed
- Shifted keyboard "go" keybind for menu nav from Enter to Space for easier use
- Removed stick keybinds from gamepad
- Standardizes highlighting behavior between keybind and mouse highlighting of buttons
- Standardized onHighlighted callback for buttonBase
- Fixed handling of up/down nav with gamepad stick
- Added logic to make holding down nav keybinds iterate over buttons in menu lists
Adds ability to select an actionmap for a GuiInputCtrl which will push it onto the stack, so menus can enact an action map
Update of the MainMenuGUI to fit new style and have the logic needed for KBM and gamepad navigation
Very early wipwork of OptionsMenu overhaul for new standard
Shifts "Help" menubar entry in world editor to use new API structure as example/test
Removes extraneous 'MainEditor'
Adds EditorCore module
Moved Menubuilder to EditorCore module
Fixes Help Menu editor settings so they properly point at modern documentation and forum URLs
Fixes handling of MenuBar so when inserting new items, ensures the menubar refreshes as would be expected
Adds remove function to menubar to remove a menu
Removes old commented console methods from menubar file
Adds checks for onMouseDown and onMouseUp for PopupMenu so items that are submenus aren't clickable like normal items
add reloading state to asset tracking,
convert most asset.isnull() checks on over to skipping out unless the errcode is ::Ok, or ::UsingFallback
add more errstriongcodes to hook up
skip load<type> execution if the asset loaded state is ::Ok
Adds ability to control button margin of IconButtons
Adds ability to define button offset of window controls
Add mouse drag callback for window controls
Tweaks colors of gui slider control
Tweak to line split for text edit slider bitmap control
Tweaks to colors for text edit slider control
Tweaks to colors for Edit control
Tweaks to default menubar height
Commit from Azaezel to fix the naming of inspector fields.
TypeMatrixField still messes around on first responder, we know these functions convert angAxis to eul properly and from eul to angAxis but when the data comes to TypeMatrix it changes.... weird issue is weird.
-Added 3 new classes
GuiInspectorType2DValue - 2 dimensional value
GuiInspectorType3DValue - 3 dimensional value
GuiInspectorType4DValue - 4 dimensional value
Added GuiInspectorTypePoint3F for 3 dimensional positions.
Added GuiInspectorTypeMatrixRotation for object rotation. Translates rotation to degrees atm. Input from this is not accounted for just yet.
typehints operate as an additional label for a given class in the inspector, allowing one to specify what class-entry to use as a tag
examples: Prefab displays prefab filename
TSStatic displays the used shape asset name
SFXEmitter displays the played sound asset
GameBase derivatives display the datablock used
When calculating test length (in method `GuiTreeViewCtrl::Item::getDisplayTextLength()`)
the code doesn't take into account the `ItemState::Marked`, which
adds additional char in `GuiTreeViewCtrl::Item::getDisplayText()` method.
This commit fixes warning printed into console when calling `dSprintf()`
as the buffer is now enough to fit all data.
-Adds reversed depth projection model, dramatically increasing depth buffer effective resolution.
-Adds 32F depth 8U stencil format GFXFormatD32FS8X24 (following DX naming conventions). Note this is a 64-bit format, and likely not suitable for mobile platforms. Revert to GFXFormatD24S8 in renderManager.tscript for mobile & "ancient" platforms.
-Corrects alignment of texture type details array.
Adds logic during the editor script initialization to let game modules have embedded tools
Changed setting to force prompt for target modules when creating things like datablocks to minimize confusion about where they save to