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always cleanup -_-

marauder2k7 6 months ago
parent
commit
fad397d914

+ 4 - 0
Engine/source/materials/materialManager.h

@@ -113,6 +113,10 @@ public:
    /// procedural shaders have been flushed.
    /// procedural shaders have been flushed.
    typedef Signal<void()> FlushSignal;
    typedef Signal<void()> FlushSignal;
 
 
+   /// Returns the signal used to notify systems that the 
+   /// procedural shaders have been flushed.
+   FlushSignal& getFlushSignal() { return mFlushSignal; }
+
    /// Flushes all the procedural shaders and re-initializes all
    /// Flushes all the procedural shaders and re-initializes all
    /// the active materials instances immediately.
    /// the active materials instances immediately.
    void flushAndReInitInstances();
    void flushAndReInitInstances();

+ 3 - 3
Templates/BaseGame/game/tools/worldEditor/gui/objectBuilderGui.ed.gui

@@ -1282,9 +1282,9 @@ function ObjectBuilderGui::addWaterObjectFields(%this)
    %this.addField("waveSpeed[2]", "TypeFloat", "Wave Speed", "1");
    %this.addField("waveSpeed[2]", "TypeFloat", "Wave Speed", "1");
    %this.addField("overallWaveMagnitude", "TypeFloat", "Overall Wave Magnitude", "1.0");
    %this.addField("overallWaveMagnitude", "TypeFloat", "Overall Wave Magnitude", "1.0");
    
    
-   %this.addField("RippleTexAsset", "TypeImageAssetPtrRefactor", "Ripple Texture", "Core_Rendering:ripple_image" );
-   %this.addField("DepthGradientTexAsset", "TypeImageAssetPtrRefactor", "Depth Gradient Texture", "Core_Rendering:depthcolor_ramp_image" );
-   %this.addField("FoamTexAsset", "TypeImageAssetPtrRefactor", "Foam Texture", "Core_Rendering:foam_image" );
+   %this.addField("RippleTexAsset", "TypeImageAssetPtr", "Ripple Texture", "Core_Rendering:ripple_image" );
+   %this.addField("DepthGradientTexAsset", "TypeImageAssetPtr", "Depth Gradient Texture", "Core_Rendering:depthcolor_ramp_image" );
+   %this.addField("FoamTexAsset", "TypeImageAssetPtr", "Foam Texture", "Core_Rendering:foam_image" );
 }
 }
 
 
 function ObjectBuilderGui::buildWaterBlock(%this)
 function ObjectBuilderGui::buildWaterBlock(%this)