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https://github.com/TorqueGameEngines/Torque3D.git
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Add reporting of used assets to tsStatics and TerrData When saving a Scene, it will write static object asset dependencies to it's levelAsset Shifted level loader logic to pass up the levelAsset rather than full level path Made it so when level is loading, the levelAsset loads its dependencies. When the level is ended, as part of cleanup, they are unloaded Shifts defaultEditorLevel to be an actual asset and made the ToolsModule load assets Fixes the Save As action to correctly save out to the new level asset Fixed the autoLoadAssets logic to be cleaner and not manually check types Removed extra, unused DefaultEditorFile file
26 lines
1.1 KiB
C#
26 lines
1.1 KiB
C#
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function ToolsModule::onCreate(%this)
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{
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// ----------------------------------------------------------------------------
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// Initialize core sub system functionality such as audio, the Canvas, PostFX,
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// rendermanager, light managers, etc.
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//
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// Note that not all of these need to be initialized before the client, although
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// the audio should and the canvas definitely needs to be. I've put things here
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// to distinguish between the purpose and functionality of the various client
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// scripts. Game specific script isn't needed until we reach the shell menus
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// and start a game or connect to a server. We get the various subsystems ready
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// to go, and then use initClient() to handle the rest of the startup sequence.
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//
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// If this is too convoluted we can reduce this complexity after futher testing
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// to find exactly which subsystems should be readied before kicking things off.
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// ----------------------------------------------------------------------------
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//ModuleDatabase.LoadExplicit( "MainEditor" );
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//ModuleDatabase.LoadExplicit( "Tools_ObjectViewer" );
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}
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function ToolsModule::onDestroy(%this)
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{
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} |