Torque3D/Templates/Full/game
Areloch 2f69ffd2d4 Fixes issue #1277
Adds the file path to the saveDataFile call (missionpath\missionname.forest as the format)

This correctly utilizes the forest object's datafile field if it's set.
If not, it will create a new forest item with the missionPath\missionName.forest convention.

This also removes the checks for the hardcoded "theForest" forest object name, so that if it is renamed for some reason, it doesn't break.

Lastly, this corrects a minor semi-related bug, where if you are in the forest editor and have a brush selected, and then click to paint, but no forest object currently exists, it prompts to create one. Once the forest object is created, it would trigger the editor to inspect the newly made forest object. If you attempted to paint the currently selected brush, there was a mis-match in the inspector information, and it would trigger a crash.

This has been corrected by re-initializing the forest editor's selected tool mode so it can be utilized immediately after the forest object is created.
2015-04-27 21:45:57 +10:00
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art Merge remote-tracking branch 'gg/development-3.6' into development 2015-01-29 21:17:38 +11:00
core Fixes issue #1277 2015-04-27 21:45:57 +10:00
levels Fixed Full template art a bit. 2014-10-06 12:58:32 +11:00
scripts Merge remote-tracking branch 'gg/development-3.6' into development 2015-01-29 21:17:38 +11:00
shaders Merge pull request #1241 from J0linar/Vignette_Final 2015-03-08 18:43:10 +01:00
tools Fixes issue #1277 2015-04-27 21:45:57 +10:00
web Full Template for ticket #1 2012-09-19 11:54:25 -04:00
Full.torsion Full Template for ticket #1 2012-09-19 11:54:25 -04:00
main.cs Show the canvas immediately in unix because the splash doesn't work. 2015-02-08 19:31:02 +11:00
main.cs.in Show the canvas immediately in unix because the splash doesn't work. 2015-02-08 19:31:02 +11:00
runTests.cs Allow test flags to be specified, so we don't need TEST_STRESS. 2014-08-02 10:21:28 +10:00