MelvMay-GG e5cae7a64a - Renamed "Colour" to "Color" for consistency. 12 anni fa
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SceneWindow.cc e5cae7a64a - Renamed "Colour" to "Color" for consistency. 12 anni fa
SceneWindow.h c2473576ce - Added the ability to add/remove any SimObject as a listener of input events. 12 anni fa
SceneWindow_ScriptBinding.h c2473576ce - Added the ability to add/remove any SimObject as a listener of input events. 12 anni fa
guiImageButtonCtrl.cc a20f2864a1 - First push of Torque 2D 2.0 (MIT) 13 anni fa
guiImageButtonCtrl.h a20f2864a1 - First push of Torque 2D 2.0 (MIT) 13 anni fa
guiImageButtonCtrl_ScriptBindings.h a20f2864a1 - First push of Torque 2D 2.0 (MIT) 13 anni fa
guiSceneObjectCtrl.cc 3e74e7c6ec - Fixed scene color-clear clipping bug. 13 anni fa
guiSceneObjectCtrl.h a20f2864a1 - First push of Torque 2D 2.0 (MIT) 13 anni fa
guiSpriteCtrl.cc 1d2918d3d6 - Removed AnimationController and replaced with ImageFrameProvider. This is a move towards unifying frames as a source for Sprites where potentially you can have assets that are compatible i.e. ImageAsset and AnimationAsset both supply frames so can be assigned to the same field (say) ".Asset = 'blah'". It also means that you could have a "MovieAsset" that could also supply the same asset i.e. be able to assign an image, animation or movie to a sprite, scroller, GuiSpriteButton etc. 13 anni fa
guiSpriteCtrl.h 1d2918d3d6 - Removed AnimationController and replaced with ImageFrameProvider. This is a move towards unifying frames as a source for Sprites where potentially you can have assets that are compatible i.e. ImageAsset and AnimationAsset both supply frames so can be assigned to the same field (say) ".Asset = 'blah'". It also means that you could have a "MovieAsset" that could also supply the same asset i.e. be able to assign an image, animation or movie to a sprite, scroller, GuiSpriteButton etc. 13 anni fa
guiSpriteCtrl_ScriptBindings.h 1d2918d3d6 - Removed AnimationController and replaced with ImageFrameProvider. This is a move towards unifying frames as a source for Sprites where potentially you can have assets that are compatible i.e. ImageAsset and AnimationAsset both supply frames so can be assigned to the same field (say) ".Asset = 'blah'". It also means that you could have a "MovieAsset" that could also supply the same asset i.e. be able to assign an image, animation or movie to a sprite, scroller, GuiSpriteButton etc. 13 anni fa