- Fixed doom3 func_static with model not appearing to move when dragged.
- Changed ASE model loader to parse material names the same way as DoomEdit.
- Fixed title of wait-dialog when loading a model.
+- Fixed doom3 func_static with blank 'model' key being invisible.
+- Changed doom3 func_static model creation to replace selected models.
09/07/2006
Shaderman
void updateIsModel()
{
- setIsModel(!string_empty(m_modelKey.c_str()) && !string_equal(m_modelKey.c_str(), m_name.c_str()));
+ setIsModel(!string_equal(m_modelKey.c_str(), m_name.c_str()));
}
void nameChanged(const char* value)
entitypath.push(makeReference(node.get()));
scene::Instance& instance = findInstance(entitypath);
- if(entityClass->fixedsize)
+ if(entityClass->fixedsize || (isModel && !brushesSelected))
{
Select_Delete();
}
else
{
- Scene_parentSelectedBrushesToEntity(GlobalSceneGraph(), node);
- Scene_forEachChildSelectable(SelectableSetSelected(true), instance.path());
-
if (g_pGameDescription->mGameType == "doom3")
{
Node_getEntity(node)->setKeyValue("model", Node_getEntity(node)->getKeyValue("name"));
}
+
+ Scene_parentSelectedBrushesToEntity(GlobalSceneGraph(), node);
+ Scene_forEachChildSelectable(SelectableSetSelected(true), instance.path());
}
// tweaking: when right clic dropping a light entity, ask for light value in a custom dialog box