adds an isValid(gridinfo tile) command to prefilter out grid elements of a specified nature
applies that to SetEmptyAction::process
also corrects sliderbar positions for terrain painting elements, as ell as adds a min/max slope for removal
potential TODOs: apply it more places pending feedback. add a min/max hieght filter as well
further ensure sound playback isn't even started unless the test condition is true and the gui element is awake
remove redundant sfx->stop(). already does so with SFX_DELETE(source)
ditch description: not needed.
set process ticking off when the gui element is put to sleep
for the case of re-use of 3d sounds, set emission to the listener position
fix a crash caused by having boundingBoxCollision on, while projecting the mouse so that there is nothing between it and a globalbounds object
it would seem we're somehow ending up in a state of WorldEditor::collide returning true it hit somethging, but NULL as far as *what*
until we properly fix this, doublecheck to make sure the hitObject isn't NULL before we start trying to reference membervars/methods
Updated Trigger triggeredBy field to utilize new enum type for editing
Updated MaterialDefinition's animFlags field to utilize appropriate enum type for editing
Fixed image reference in bitmask inspectorField type to use correct image asset name
deleteSelection when an output node had multiple connections only the first one was deleted, needed a new function to return a vector of connections that are now looped and deleted at the end of delete selection.
few other minor additions and fixes.
add the extra functions for drawing gui elements
RoundedRectangle:
All draw rect functions now pass through roundedRectangle which uses a shader and can draw borders, and rounds the corners
Draw thick line:
draws a line thicker than 1 pixel, uses a geometry shader to do this
Draw Circle:
Draws a circle with a border parameter.
Adds the ground work for geometry shaders
Expands shaderData and gfxShader to allow for more shader types
note: when building a GFXShader in source you have to call setShaderStageFile with the shaderStage and the filepath for that stage.
Once we add compute shaders this will become more apparent as compute shaders are a stage of their own and do not require vertex and pixel files whereas other shaders sometimes do.