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Drag components in editor #2192
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Fixed problem with calling function expecting @&in where the argument was itself a & argument. https://www.gamedev.net/topic/686912-array-with-objects-handles/
…t(const String&) and allow searching by implemented interfaces.
…t(const String&) and allow searching by implemented interfaces. Fix tabs and CString
Conflicts: Source/Urho3D/AngelScript/ScriptInstance.cpp
…es in deserealization. Add metod Swap in Array<T> script object for swap content of two arrays for avoid copy.
… ScriptInstance. Add metod Swap in Array<T> script object for swap content of two arrays for avoid copy.
…stance in background scene loading.
… Urho3D detect joystick only 1-2 times from 10-20 runs. Now joysticks worked perfectly - in tests, I connected two joysticks at the same time - one through bluetooth, another through USB - both were visible in the game.
Conflicts: Source/Urho3D/AngelScript/Addons.cpp Source/Urho3D/AngelScript/ScriptInstance.cpp
…editors, for example to set references on components in ScriptInstance's attributes.
I think you've included some SDL changes by accident, and I'm still skeptical as to why the SDL_TICKS_PASSED() condition doesn't evaluate to true on init. |
That bug already fixed in SDL - https://bugzilla.libsdl.org/show_bug.cgi?id=3935 |
My question is, how did you manage to set a condition to test this 24-days-of-uptime-ticks? |
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Marking this stale since there has been no activity for 30 days. |
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This changes in editor allow drag components from hierarchy window to inspector's attributes editor.
It allow set ScriptInstance's attributes to component ID, for reference to component.
Early it worked only with nodes.