By default this list of variables would be:
%this.spawnClass = "Camera";
%this.spawnDBType = "CameraData";
%this.spawnDataBlock = "Observer";
%this.playerSpawnGroups = "PlayerSpawnPoints PlayerDropPoints";
%this.spawnPoint = "";
%this.spawnLocation = "0 0 0";
Also adds several callbacks so that these values can be overridden by modules and gamemodes, kicked off from the %client.spawnControlObject(); command :
callOnModules("setSpawnObjectType", "Game", %this);
callGamemodeFunction("setSpawnObjectType", %this);
callOnModules("setSpawnPoint", "Game", %this);
callGamemodeFunction("setSpawnPoint", %this);
callOnModules("onPostSpawn", "Game", %this);
callGamemodeFunction("onPostSpawn", %this);
This is to ensure that a game mode can supersede modules, but even modules can dictate spawn behaviors for minimalist implementations and drop-in interop support
Fixes behavior with gamemode selection in ChooseLevelMenu so if there is only one gamemode, it is auto-selected and advances to the level selection
Update ExampleLevel in ExampleModule to have updated gamemodes field name
Added mode toggle for if changing the transform influences the child objects of a SubScene or not
Added onSelected/onUnselected callbacks for SimObjects to allow contextual behavior in the editor
Added functionality of programmatic/dynamic Tool Button Palettes
Added logic so when selecting SubScenes the world editor palette has new buttons for letting the move/rotate actions influence the child objects
Shifted to utilizing SimGroupInterator and persistenceManager to fix saving issues with SubScenes
Shifted to utilizing SimGroupIterator for Scene saving to standardize and minimize object misses
Changed prefab load file logic to add loaded child simgroup to rootscene for consistent tracking and avoiding conflicts with subScene's hijacking the ImmediateGroup var
Reduced duplication of build<type>field callback for inspectors
Added more standard field type lookups to inspector group when creating a field to avoid misses for types like 'F32' or similar.
Folded the added-on MinSize/MaxSize/SimgroupSelect fields for SimGroup editing into a single compound field and fixed bugs with it's behavior so it works as expected now
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
Adds loadIf conditional logic to evaluate if a subscene is 'allowed' to load when tested
Adds isAlwaysActive to GameMode to be able to flag a gamemode as being defaulted to on and used automatically
Updated GetGameModesList function to return an arrayObject of the gamemodes found
Overhauled CallGameModeFunction to utilize the gamemodes list with active/alwaysActive modes being called against, rather than level-scanning
Updated ChooseLevelMenu to be able to toggle on/off multiple gamemodes with an image indicator if it's active or not
Added extra large font to the windowed console. Use the [-A] [A+] buttons to change the size.
Preferably would introduce "lineSpacing" to the GuiConsole object for improved readability; as well to store this into the prefs.
Remove the tabs from the asset browser and windowed console. There were some issues and asset browser will be changed soon. Downside is that the windowed console and asset browser will now open on top of each other.
Some text was black on dark which is hard to read. Due to use of non-existing or incorrect profiles. Title is also updated to be visually in line with the rest of the world editor.
Because of the large width & height of the Arial font at 18 did the window titles not fit properly. Font has been decreased and made bold for the sake of distinction. Additional has the terrainpainter window's position been corrected (terrainEditor.ed.tscript)
Correct the background of the world editor main tab with a (new) solid fill. Sometimes it appeared as black, magenta or the just the scene itself. Color is fixed for now as it is a unique situation regarding the use of tabs here.
Sidepanels of the world editors got shifted due to the introduction of the editor tab. Several corrected overall. Some minor tweaks to be expected in a later commit.
Tweaked example module script file to comply
Moved ExampleGameMode script file to scripts/shared since client and server need access to the gamemode for logic to work
Standardizes Gamemodes to be an actual class with data and utility functions that can be parsed
Adds inspector field handling for selecting gamemodes
Updated Scene class to work with Gamemodes for the gamemode field
Updates editor suite elements to be able to create SubScenes, SceneGroups and Gamemodes
Adds ability to convert SimGroup to SubScene
Updates BaseUI's chooselevel menu to have gamemode selection and filters shown levels based on selected gamemode
Updates and moves the escape keybind to be an actionMap that is activated/deactivated in the UI module when a client connection is processed to keep it within the module's functionality