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Fixes issue #1277 #1279

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Areloch commented Apr 21, 2015

Adds the file path to the saveDataFile call (missionpath\missionname.forest as the format)

Fixes issue #1277
Adds the file path to the saveDataFile call (missionpath\missionname.forest as the format)

@Areloch Areloch added the Bug label Apr 21, 2015

@crabmusket crabmusket added this to the 3.7 milestone Apr 21, 2015

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crabmusket Apr 21, 2015

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#1277. @aurodev does this fix things for you?

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crabmusket commented Apr 21, 2015

#1277. @aurodev does this fix things for you?

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Az spottd that I left in the hardcoded theForest name on the object, as well as inadvertently bypassing the datafile field in favor of purely the missionname.forest convention.

I'll make changes to this PR when I get home from work to rectify those

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Areloch commented Apr 21, 2015

Az spottd that I left in the hardcoded theForest name on the object, as well as inadvertently bypassing the datafile field in favor of purely the missionname.forest convention.

I'll make changes to this PR when I get home from work to rectify those

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Heh I assumed those were how the editor worked.

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crabmusket commented Apr 21, 2015

Heh I assumed those were how the editor worked.

Update to prior PR.
This correctly utilizes the forest object's datafile field if it's set.
If not, it will create a new forest item with the missionPath\missionName.forest convention.

This also removes the checks for the hardcoded "theForest" forest object name, so that if it is renamed for some reason, it doesn't break.

Lastly, this corrects a minor semi-related bug, where if you are in the forest editor and have a brush selected, and then click to paint, but no forest object currently exists, it prompts to create one. Once the forest object is created, it would trigger the editor to inspect the newly made forest object. If you attempted to paint the currently selected brush, there was a mis-match in the inspector information, and it would trigger a crash.

This has been corrected by re-initializing the forest editor's selected tool mode so it can be utilized immediately after the forest object is created.
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Areloch Apr 22, 2015

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Technically, yes. But that's no reason to let related issues persist : P

I've updated the PR to correct those issues as well as a related bug with forest object creation I found when correcting the PR.

Feel free to give it a re-testing.

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Areloch commented Apr 22, 2015

Technically, yes. But that's no reason to let related issues persist : P

I've updated the PR to correct those issues as well as a related bug with forest object creation I found when correcting the PR.

Feel free to give it a re-testing.

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aurodev Apr 26, 2015

Apologies if I have missed an update to this issue, I just pulled down the dev branch, pasted the forest main.cs and tried that.

Will test again since it seems the whatever I pulled down doesn't have the updates from here:
Update to prior PR
Areloch@e8f9c67

aurodev commented Apr 26, 2015

Apologies if I have missed an update to this issue, I just pulled down the dev branch, pasted the forest main.cs and tried that.

Will test again since it seems the whatever I pulled down doesn't have the updates from here:
Update to prior PR
Areloch@e8f9c67

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aurodev Apr 26, 2015

Fixes the issue on my end.
Creates initial forest, populates, saves level with forest, loads an existing forest data file, all ok as far as I can tell.

Thx!

Pulled down the zip from here:
https://github.com/Areloch/Torque3D/archive/e8f9c6775a385bd5cc2d8d68187fa43cec42b332.zip

aurodev commented Apr 26, 2015

Fixes the issue on my end.
Creates initial forest, populates, saves level with forest, loads an existing forest data file, all ok as far as I can tell.

Thx!

Pulled down the zip from here:
https://github.com/Areloch/Torque3D/archive/e8f9c6775a385bd5cc2d8d68187fa43cec42b332.zip

@crabmusket crabmusket referenced this pull request Apr 27, 2015

Merged

Issue 1277 #1288

@crabmusket crabmusket closed this Apr 27, 2015

@Areloch Areloch deleted the Areloch:issue1277 branch Jun 23, 2017

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