-
Notifications
You must be signed in to change notification settings - Fork 178
Commit
This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository.
Tuning: added ability to flip rim meshes via UI
Codechanges: * enum `WheelSide` moved from RigDef_File.h (namespace RigDef) to GfxData.h (namespace RoR) * GfxActor.cpp - SetWheelsVisible() - removed redundant code, rim entity visibility is already handed in FlexMeshWheel::setVisible() * GfxData.h - added wheel ID, side and redundant mesh name to struct WheelGfx * GUI_TopMenubar.cpp - fixed prop/flexbody counts, added wheels code. * ActorSpawner: Unified all wheel-visual setup func names to Create*, always passing wheel side as WheelSide. In `CreateFlexBodyWheelVisuals()`, reverted code to use CreateMeshWheelVisuals() again as the setup was incomplete and the rim wouldn't be updated at all. * CacheSystem: added FORCED_WHEEL_SET/RESET actions to ModifyProjectRequest. * TuneupFileFormat: fixed `getTweakedWheelSide()` not querying the UI overrides.
- Loading branch information
Showing
15 changed files
with
169 additions
and
87 deletions.
There are no files selected for viewing
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Oops, something went wrong.