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fixed doom3 func_static creation bugs
git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/trunk@94 8a3a26a2-13c4-0310-b231-cf6edde360e5
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3 changed files with 7 additions and 5 deletions
2
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2
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@ -6,6 +6,8 @@ SPoG
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- Fixed doom3 func_static with model not appearing to move when dragged.
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- Changed ASE model loader to parse material names the same way as DoomEdit.
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- Fixed title of wait-dialog when loading a model.
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- Fixed doom3 func_static with blank 'model' key being invisible.
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- Changed doom3 func_static model creation to replace selected models.
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09/07/2006
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Shaderman
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@ -198,7 +198,7 @@ private:
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void updateIsModel()
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{
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setIsModel(!string_empty(m_modelKey.c_str()) && !string_equal(m_modelKey.c_str(), m_name.c_str()));
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setIsModel(!string_equal(m_modelKey.c_str(), m_name.c_str()));
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}
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void nameChanged(const char* value)
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@ -246,7 +246,7 @@ void Entity_createFromSelection(const char* name, const Vector3& origin)
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entitypath.push(makeReference(node.get()));
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scene::Instance& instance = findInstance(entitypath);
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if(entityClass->fixedsize)
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if(entityClass->fixedsize || (isModel && !brushesSelected))
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{
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Select_Delete();
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@ -264,13 +264,13 @@ void Entity_createFromSelection(const char* name, const Vector3& origin)
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}
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else
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{
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Scene_parentSelectedBrushesToEntity(GlobalSceneGraph(), node);
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Scene_forEachChildSelectable(SelectableSetSelected(true), instance.path());
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if (g_pGameDescription->mGameType == "doom3")
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{
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Node_getEntity(node)->setKeyValue("model", Node_getEntity(node)->getKeyValue("name"));
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}
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Scene_parentSelectedBrushesToEntity(GlobalSceneGraph(), node);
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Scene_forEachChildSelectable(SelectableSetSelected(true), instance.path());
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}
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// tweaking: when right clic dropping a light entity, ask for light value in a custom dialog box
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