Torque3D/Engine/source/gui
AzaezelX 5ffa3b81f1 dial back nullPtr usage
while it still remains a good idea to port as many NULL compares and assignments over to nullPtr as feasable, we do still need to sort out how to better support scripted empty, false, and zero assigns for things like objectIDs.

this means we'll need to both fully convert the backend of the parser to support that kind of thing, but also alter most if not all exisiting NULLs. up to and including things like SAFE_DELETE. while that's certainly feasable, given there's aproximatel 400 nullptr assigns/checks prior to this commit, and roughly 1800 of the prior, if it terminates in a script call and not an aip one direct, we'll be dialing that back until such time as fork fully fopcused on converting and resolving any lingering mismatches is completed.
2025-12-29 17:45:09 -06:00
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3d fill in the validated variables 2025-03-09 11:53:23 -05:00
buttons roll back _setitmap macro-mirroring. seems there was somethin off there 2025-12-25 18:59:03 -06:00
containers dial back nullPtr usage 2025-12-29 17:45:09 -06:00
controls dial back nullPtr usage 2025-12-29 17:45:09 -06:00
core dial back nullPtr usage 2025-12-29 17:45:09 -06:00
editor dial back nullPtr usage 2025-12-29 17:45:09 -06:00
game use of get<some name> methods that already return nulls/false when attempting to load 2025-05-27 17:07:08 -05:00
shaderEditor dial back nullPtr usage 2025-12-29 17:45:09 -06:00
shiny fill in the validated variables 2025-03-09 11:53:23 -05:00
theora rest of virtuals removed 2024-03-18 18:40:22 +00:00
utility dial back nullPtr usage 2025-12-29 17:45:09 -06:00
worldEditor dial back nullPtr usage 2025-12-29 17:45:09 -06:00