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The editor didn't test that a mission area actually existed, so when you switched to the editor, it would trigger the crash. It now tests if there is a mission area when switching to the editor tool, and if there is not, prompts for the creation of a new one, similar to the auto-prompt for creating terrain blocks. |
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| .. | ||
| images | ||
| main.cs | ||
| missionAreaEditor.ed.cs | ||
| missionAreaEditorGui.ed.cs | ||
| missionAreaEditorGui.ed.gui | ||