forked from Mirrors/openclonk
Add VIS_Editor visibility flag
parent
582c82c159
commit
1d566ec6c5
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@ -54,6 +54,10 @@ this.Visibility = [<funclink>VIS_Enemies</funclink>]; // This is also possible (
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<col><code>VIS_OverlayOnly</code></col>
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<col>Only overlays will be visible, other visibility-rules still apply.</col>
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</row>
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<row id="VIS_Editor">
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<col><code>VIS_Editor</code></col>
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<col>Visible in editor (both neutral and player viewports).</col>
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</row>
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</table>
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</text>
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<related>
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@ -69,7 +69,3 @@ public func GetConditionalIDList(string condition, string name, proplist default
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id = { Type = "def", Filter=condition } } };
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return { Name = name, Type = "array", Display = 3, Elements = counted_id };
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}
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// TODO: Implement a true VIS_Editor in the engine
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static const VIS_Editor = VIS_God;
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@ -43,6 +43,7 @@
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#include "graphics/C4GraphicsResource.h"
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#include "game/C4GraphicsSystem.h"
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#include "game/C4Game.h"
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#include "game/C4Application.h"
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#include "player/C4PlayerList.h"
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#include "object/C4GameObjects.h"
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#include "control/C4Record.h"
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@ -4161,6 +4162,11 @@ bool C4Object::IsVisible(int32_t iForPlr, bool fAsOverlay) const
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if (!fAsOverlay) return false;
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if (Visibility == VIS_OverlayOnly) return true;
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}
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// editor visibility
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if (::Application.isEditor)
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{
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if (Visibility & VIS_Editor) return true;
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}
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// check visibility
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fDraw=false;
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if (Visibility & VIS_Owner) fDraw = fDraw || (iForPlr==Owner);
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@ -69,6 +69,7 @@
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#define VIS_God 32
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#define VIS_LayerToggle 64
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#define VIS_OverlayOnly 128
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#define VIS_Editor 256
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// Helper struct to serialize an object's mesh instance with other object's mesh instances attached
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class C4MeshDenumerator: public StdMeshInstance::AttachedMesh::Denumerator
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@ -2435,6 +2435,7 @@ C4ScriptConstDef C4ScriptObjectConstMap[]=
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{ "VIS_God" ,C4V_Int, VIS_God},
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{ "VIS_LayerToggle" ,C4V_Int, VIS_LayerToggle},
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{ "VIS_OverlayOnly" ,C4V_Int, VIS_OverlayOnly},
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{ "VIS_Editor" ,C4V_Int, VIS_Editor},
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{ "C4MN_Style_Normal" ,C4V_Int, C4MN_Style_Normal},
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{ "C4MN_Style_Context" ,C4V_Int, C4MN_Style_Context},
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