mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-27 08:04:45 +00:00
Added ability for assimp loader to ignore cached DTS shapes on demand when building shape data Added assimp importer options to asset import config settings set Moved variableInspector field types folder from tools/assetBrowser/scripts to tools/guis
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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} |