capnlove c2b65c9fd1 Added functions getExplicitCellWidth and getExplicitCellHeight to ImageAsset %!s(int64=12) %!d(string=hai) anos
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AnimationAsset.cc 99703ab577 - Added consistent "copyTo()" (cloning) functionality to AssetBase and all existing asset types. The ParticleAsset was already wired-up correctly. %!s(int64=13) %!d(string=hai) anos
AnimationAsset.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. %!s(int64=12) %!d(string=hai) anos
AnimationAsset_ScriptBinding.h d63a3db4bf - Scene controllers WIP. %!s(int64=13) %!d(string=hai) anos
ImageAsset.cc c2b65c9fd1 Added functions getExplicitCellWidth and getExplicitCellHeight to ImageAsset %!s(int64=12) %!d(string=hai) anos
ImageAsset.h c2b65c9fd1 Added functions getExplicitCellWidth and getExplicitCellHeight to ImageAsset %!s(int64=12) %!d(string=hai) anos
ImageAsset_ScriptBinding.h c2b65c9fd1 Added functions getExplicitCellWidth and getExplicitCellHeight to ImageAsset %!s(int64=12) %!d(string=hai) anos
ParticleAsset.cc 4cc2398c30 ParticleAsset/Emitter/Player TorqueScript additions %!s(int64=12) %!d(string=hai) anos
ParticleAsset.h fa14655c1e - Added Schema for ParticleAsset & ParticleAssetEmitter. %!s(int64=12) %!d(string=hai) anos
ParticleAssetEmitter.cc fa14655c1e - Added Schema for ParticleAsset & ParticleAssetEmitter. %!s(int64=12) %!d(string=hai) anos
ParticleAssetEmitter.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. %!s(int64=12) %!d(string=hai) anos
ParticleAssetEmitter_ScriptBinding.h cf166128ff ParticleAsset & ParticleAssetEmitter.getSelectedField now returns a string representing the name of the selected field, as per original design. %!s(int64=12) %!d(string=hai) anos
ParticleAssetField.cc 6fe560a921 Changed TamlWrite so that Data Keys are written out as children of the ParticleAssetEmitter's Fields, as originally designed. %!s(int64=12) %!d(string=hai) anos
ParticleAssetField.h fa14655c1e - Added Schema for ParticleAsset & ParticleAssetEmitter. %!s(int64=12) %!d(string=hai) anos
ParticleAssetFieldCollection.cc fa14655c1e - Added Schema for ParticleAsset & ParticleAssetEmitter. %!s(int64=12) %!d(string=hai) anos
ParticleAssetFieldCollection.h fa14655c1e - Added Schema for ParticleAsset & ParticleAssetEmitter. %!s(int64=12) %!d(string=hai) anos
ParticleAsset_ScriptBinding.h cf166128ff ParticleAsset & ParticleAssetEmitter.getSelectedField now returns a string representing the name of the selected field, as per original design. %!s(int64=12) %!d(string=hai) anos