Editor bug
by Howard Dortch · in Torque Game Engine · 05/24/2006 (4:36 am) · 13 replies
When I am building a level, hit F11 move an object, get out of the editor to see how the new object fits in my world, go back in the editor and it has moved back to where it was before the adjustment.
I can't imagine it was designed to do that, extremely irritating and time consuming.
I can't imagine it was designed to do that, extremely irritating and time consuming.
#2
this keeps the object i moved from teleporting back where it was when i closed the editor.
06/13/2006 (8:50 am)
I experience it as well. It's gotta be a bug. what i do after moving an object, it click on something else.this keeps the object i moved from teleporting back where it was when i closed the editor.
#3
Yes, it's a known bug/issue/annoyance. I've just got in the habit of clicking on a different object after making translation changes to something else. That should solve it for you.
Aaron E.
06/13/2006 (8:55 am)
Howard,Yes, it's a known bug/issue/annoyance. I've just got in the habit of clicking on a different object after making translation changes to something else. That should solve it for you.
Aaron E.
#4
06/13/2006 (8:55 am)
Should have refreshed sooner. :(
#5
06/13/2006 (9:36 am)
I think that happen to everyone. The way I get around it is I save mission before get out of the level editor.
#6
07/18/2006 (12:49 pm)
This is happening to me, too. It is driving me INSANE! I cannot use Torque because of this! This needs to be fixed immediately.
#7
07/18/2006 (12:54 pm)
Lol, go fix it then Derek.
#8
07/18/2006 (12:55 pm)
I have no clue how to do that ;)
#9
Besides, if you don't like how it works currently, you can always place your game-world elements by hand in the .MIS file using Notepad. That gives you the ultimate in precision. Personally, I would rather drop an object in place with the world editor and select another object than create everything in a text editor.
07/20/2006 (7:05 am)
It's an annoying little bug, to be sure, but it's easy to work around. Giving up on Torque seems a little extreme, don't you think? ;)Besides, if you don't like how it works currently, you can always place your game-world elements by hand in the .MIS file using Notepad. That gives you the ultimate in precision. Personally, I would rather drop an object in place with the world editor and select another object than create everything in a text editor.
#10
1. Press F11 to go into the editor
2. Select and move your object that you want to move.
3. After you have moved your object where you want it, select a completely different object.
*OPTIONAL* Save your mission
4. Press F11 to exit the editor
Now when you go back to the editor the model will be right where you left it. :)
08/07/2006 (1:38 am)
If you experience this issue, here is a little work around. 1. Press F11 to go into the editor
2. Select and move your object that you want to move.
3. After you have moved your object where you want it, select a completely different object.
*OPTIONAL* Save your mission
4. Press F11 to exit the editor
Now when you go back to the editor the model will be right where you left it. :)
#11
There are only 2 places that requires changes.
1) WorldEditor::on3DMouseDragged
At the very end of the function before the closing curly brace, add this
2) WorldEditor::on3DMouseUp
At the very end of this function before the closing curly brace, add this
Both changes look very similar, the only reason I decided to put the fix in 2 different places is because one handles single selection while the other handles multiple selections. For multiple selections, having this fix in on3DMousDragged slowed the in-game editor to a halt when moving objects so for this case I decided to handle it when the mouse button is released. The only drawback to this is that the tranformation data in the inspector gui control (lower right pane) does not get updated while the objects are being manipulated.
Keep in mind this was a very quick fix just to get things working so I could finally move on to the task I was originally working on. Feel free to rip this apart and optimize it if you wish. I would look into guiInspector::inspectObject as that function ultimately gets called in the fix and I suspect the code of interest would be somewhere there.
If you think your changes would help others and myself, please post it!
08/27/2006 (10:03 pm)
I finally decided to implement a very quick fix to this. I was originally just using the little work around but after weeks of doing that, I decided to spend a couple hours tonight to try and make a temporary fix. I say temporary because I'm sure the next bug release of TGE 1.4.* will have a more elegant fix that should be used instead.There are only 2 places that requires changes.
1) WorldEditor::on3DMouseDragged
At the very end of the function before the closing curly brace, add this
if( mSelected.size() == 1 )
{
char buf[16];
dSprintf(buf, sizeof(buf), "%d", mSelected[0]->getId());
SimObject * obj = 0;
if(mRedirectID)
obj = Sim::findObject(mRedirectID);
Con::executef(obj ? obj : this, 2, "onClick", buf);
}2) WorldEditor::on3DMouseUp
At the very end of this function before the closing curly brace, add this
if( mSelected.size() > 1 )
{
for(U32 i = 0; i < mSelected.size(); i++)
if(mSelected[i]->isLocked())
return;
for(U32 i = 0; i < mSelected.size(); i++)
{
char buf[16];
dSprintf(buf, sizeof(buf), "%d", mSelected[i]->getId());
SimObject * obj = 0;
if(mRedirectID)
obj = Sim::findObject(mRedirectID);
Con::executef(obj ? obj : this, 2, "onClick", buf);
}
}Both changes look very similar, the only reason I decided to put the fix in 2 different places is because one handles single selection while the other handles multiple selections. For multiple selections, having this fix in on3DMousDragged slowed the in-game editor to a halt when moving objects so for this case I decided to handle it when the mouse button is released. The only drawback to this is that the tranformation data in the inspector gui control (lower right pane) does not get updated while the objects are being manipulated.
Keep in mind this was a very quick fix just to get things working so I could finally move on to the task I was originally working on. Feel free to rip this apart and optimize it if you wish. I would look into guiInspector::inspectObject as that function ultimately gets called in the fix and I suspect the code of interest would be somewhere there.
If you think your changes would help others and myself, please post it!
#12
08/27/2006 (10:07 pm)
Glad someone decided to fix this! it's rather annoying. thanks for the fix. I may add it in later.
#13
12/17/2006 (2:45 am)
Is this still a problem in TGE 1.5?
Torque 3D Owner Howard Dortch
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