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corrections:
fill in missing SceneObjectTypes enums.
parity with simobject.cpp and objecttypes.h
correct inspector display

AzaezelX 1 an în urmă
părinte
comite
eaa09a6db7

+ 6 - 1
Engine/source/T3D/objectTypes.h

@@ -160,8 +160,11 @@ enum SceneObjectTypes
    InteriorLikeObjectType =  BIT(24),
    TerrainLikeObjectType = BIT(25),
 #if defined(AFX_CAP_AFXMODEL_TYPE) 
-   afxModelObjectType = BIT(26)
+   afxModelObjectType = BIT(26),
+#else
+   N_A_27 = BIT(26),
 #endif 
+   N_A_28 = BIT(27),
 
    // PATHSHAPE 
    PathShapeObjectType = BIT( 28 ),
@@ -170,6 +173,8 @@ enum SceneObjectTypes
    /// A turret object.
    /// @see TurretShape
    TurretObjectType = BIT(29),
+   N_A_31 = BIT(30),
+   N_A_32 = BIT(31),
 
    /// @}
 };

+ 2 - 2
Engine/source/console/dynamicTypes.h

@@ -218,13 +218,13 @@ class BitfieldConsoleBaseType : public ConsoleBaseType
       {
          static const U32 bufSize = 256;
          char* returnBuffer = Con::getReturnBuffer(bufSize);
-         dSprintf(returnBuffer, bufSize, "0x%08x", *((S32 *) dptr) );
+         dSprintf(returnBuffer, bufSize, "%i", *((S32 *) dptr) );
          return returnBuffer;
       }
       void setData( void* dptr, S32 argc, const char** argv, const EnumTable*, BitSet32 ) override
       {
          if( argc != 1 ) return; \
-         *((S32 *) dptr) = dAtoui(argv[0],0); \
+         *((S32 *) dptr) = dAtoui(argv[0]); \
       }
 };
 

+ 16 - 3
Engine/source/console/simObject.cpp

@@ -53,11 +53,14 @@ ImplementBitfieldType(GameTypeMasksType,
 { SceneObjectTypes::WaterObjectType, "WaterObjectType", "Water Objects.\n" },
 { SceneObjectTypes::TriggerObjectType, "TriggerObjectType", "Interactive Trigger Objects.\n" },
 { SceneObjectTypes::MarkerObjectType, "MarkerObjectType", "Marker Objects, utilized primarily for tooling.\n" },
+{ SceneObjectTypes::LightObjectType, "LightObjectType", "Lights.\n" },
+{ SceneObjectTypes::ZoneObjectType, "ZoneObjectType", "zones.\n" },
+{ SceneObjectTypes::StaticShapeObjectType, "StaticShapeObjectType", "Static Shape Objects. Distinct from StaticObjectType in that Static Shapes have additional functionality and behaviors.\n" },
+{ SceneObjectTypes::DynamicShapeObjectType, "DynamicShapeObjectType", "Any sort of Dynamic Object.\n" },
 { SceneObjectTypes::GameBaseObjectType, "GameBaseObjectType", "Any Gamebase-based Objects. Objects generally associated to gameplay functionality.\n" },
+{ SceneObjectTypes::GameBaseHiFiObjectType, "GameBaseHiFiObjectType", "Specialised Gamebase-based Objects. currently narrowly used. if at all.\n" },
 { SceneObjectTypes::ShapeBaseObjectType, "ShapeBaseObjectType", "Any Gamebase-based Objects. Objects generally associated to gameplay functionality.\n" },
 { SceneObjectTypes::CameraObjectType, "CameraObjectType", "Camera Objects.\n" },
-{ SceneObjectTypes::StaticShapeObjectType, "StaticShapeObjectType", "Static Shape Objects. Distinct from StaticObjectType in that Static Shapes have additional functionality and behaviors.\n" },
-{ SceneObjectTypes::DynamicShapeObjectType, "DynamicShapeObjectType", "Any sort of Dynamic Object.\n" },
 { SceneObjectTypes::PlayerObjectType, "PlayerObjectType", "Player Objects.\n" },
 { SceneObjectTypes::ItemObjectType, "ItemObjectType", "Item Objects.\n" },
 { SceneObjectTypes::VehicleObjectType, "VehicleObjectType", "Any sort of Vehicle Object.\n" },
@@ -67,9 +70,19 @@ ImplementBitfieldType(GameTypeMasksType,
 { SceneObjectTypes::CorpseObjectType, "CorpseObjectType", "Corpses of controlled objects.\n" },
 { SceneObjectTypes::DebrisObjectType, "DebrisObjectType", "Debris or debris-like things such as shell casings.\n" },
 { SceneObjectTypes::PhysicalZoneObjectType, "PhysicalZoneObjectType", "Physical Zones. Distinct from triggers in that they have physics forces applications.\n" },
-{ SceneObjectTypes::LightObjectType, "LightObjectType", "Lights.\n" },
+{ SceneObjectTypes::EntityObjectType, "EntityObjectType", "A generic entity.\n" },
+{ SceneObjectTypes::InteriorLikeObjectType, "InteriorLikeObjectType", "InteriorLikeObjectType (deprecated).\n" },
+{ SceneObjectTypes::TerrainLikeObjectType, "TerrainLikeObjectType", "Pseudo-terrains, like groundplanes, or meshroads.\n" },
+#if defined(AFX_CAP_AFXMODEL_TYPE) 
+{ SceneObjectTypes::afxModelObjectType, "afxModelObjectType", "afx-specific model typemask.\n" },
+#else
+{ SceneObjectTypes::N_A_27, "N_A_27", "unused 27th bit.\n" },
+#endif
+{ SceneObjectTypes::N_A_28, "N_A_28", "unused 28th bit.\n" },
 { SceneObjectTypes::PathShapeObjectType, "PathShapeObjectType", "Path-following Objects.\n" },
 { SceneObjectTypes::TurretObjectType, "TurretObjectType", "Turret Objects.\n" },
+{ SceneObjectTypes::N_A_31, "N_A_31", "unused 31st bit.\n" },
+{ SceneObjectTypes::N_A_32, "N_A_32", "unused 32nd bit.\n" },
 
 EndImplementBitfieldType;
 

+ 1 - 1
Engine/source/gui/editor/guiInspectorTypes.cpp

@@ -1520,7 +1520,7 @@ StringTableEntry GuiInspectorTypeBitMask32::getValue()
 
 void GuiInspectorTypeBitMask32::setValue( StringTableEntry value )
 {
-   U32 mask = dAtoui( value, 0 );
+   U32 mask = dAtoui( value );
 
    for ( U32 i = 0; i < mArrayCtrl->size(); i++ )
    {