Use consistent and less verbose deprecation messages

This commit is contained in:
2024-06-17 20:35:24 +03:00
parent 6c8288f38a
commit 22b4f33984
14 changed files with 28 additions and 28 deletions

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@@ -22,7 +22,7 @@ namespace FlaxEditor.CustomEditors.Elements
/// <summary> /// <summary>
/// [Deprecated on 26.05.2022, expires on 26.05.2024] /// [Deprecated on 26.05.2022, expires on 26.05.2024]
/// </summary> /// </summary>
[System.Obsolete("Deprecated in 1.4, use ValueBox instead")] [System.Obsolete("Use ValueBox instead")]
public DoubleValueBox DoubleValue => ValueBox; public DoubleValueBox DoubleValue => ValueBox;
/// <summary> /// <summary>

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@@ -22,7 +22,7 @@ namespace FlaxEditor.CustomEditors.Elements
/// <summary> /// <summary>
/// [Deprecated on 26.05.2022, expires on 26.05.2024] /// [Deprecated on 26.05.2022, expires on 26.05.2024]
/// </summary> /// </summary>
[System.Obsolete("Deprecated in 1.4, use ValueBox instead")] [System.Obsolete("Use ValueBox instead")]
public FloatValueBox FloatValue => ValueBox; public FloatValueBox FloatValue => ValueBox;
/// <summary> /// <summary>

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@@ -850,7 +850,7 @@ namespace FlaxEditor
/// New asset types allowed to create. /// New asset types allowed to create.
/// [Deprecated in v1.8] /// [Deprecated in v1.8]
/// </summary> /// </summary>
[Obsolete("Use CreateAsset with named tag.")] [Obsolete("Use CreateAsset with named tag instead")]
public enum NewAssetType public enum NewAssetType
{ {
/// <summary> /// <summary>
@@ -1031,7 +1031,7 @@ namespace FlaxEditor
/// </summary> /// </summary>
/// <param name="type">New asset type.</param> /// <param name="type">New asset type.</param>
/// <param name="outputPath">Output asset path.</param> /// <param name="outputPath">Output asset path.</param>
[Obsolete("Use CreateAsset with named tag.")] [Obsolete("Use CreateAsset with named tag instead")]
public static bool CreateAsset(NewAssetType type, string outputPath) public static bool CreateAsset(NewAssetType type, string outputPath)
{ {
// [Deprecated on 18.02.2024, expires on 18.02.2025] // [Deprecated on 18.02.2024, expires on 18.02.2025]

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@@ -171,7 +171,7 @@ namespace FlaxEngine
/// <param name="ray">The ray to test.</param> /// <param name="ray">The ray to test.</param>
/// <param name="distance">When the method completes, contains the distance of the intersection, or 0 if there was no intersection.</param> /// <param name="distance">When the method completes, contains the distance of the intersection, or 0 if there was no intersection.</param>
/// <returns>Whether the two objects intersected.</returns> /// <returns>Whether the two objects intersected.</returns>
[Obsolete("Deprecated in v1.4")] [Obsolete("Use Intersects with 'out Real distance' parameter instead")]
public bool Intersects(ref Ray ray, out float distance) public bool Intersects(ref Ray ray, out float distance)
{ {
var result = CollisionsHelper.RayIntersectsBox(ref ray, ref this, out Real dst); var result = CollisionsHelper.RayIntersectsBox(ref ray, ref this, out Real dst);

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@@ -659,7 +659,7 @@ namespace FlaxEngine
/// <param name="plane">The plane to test.</param> /// <param name="plane">The plane to test.</param>
/// <param name="distance">When the method completes, contains the distance of the intersection, or 0 if there was no intersection.</param> /// <param name="distance">When the method completes, contains the distance of the intersection, or 0 if there was no intersection.</param>
/// <returns>Whether the two objects intersect.</returns> /// <returns>Whether the two objects intersect.</returns>
[Obsolete("Deprecated in 1.4")] [Obsolete("Use RayIntersectsPlane with 'out Real distance' parameter instead")]
public static bool RayIntersectsPlane(ref Ray ray, ref Plane plane, out float distance) public static bool RayIntersectsPlane(ref Ray ray, ref Plane plane, out float distance)
{ {
//Source: Real-Time Collision Detection by Christer Ericson //Source: Real-Time Collision Detection by Christer Ericson

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@@ -645,6 +645,7 @@ namespace FlaxEngine
/// <summary> /// <summary>
/// Maps the specified value from the given range into another. /// Maps the specified value from the given range into another.
/// [Deprecated on 17.04.2023, expires on 17.04.2024]
/// </summary> /// </summary>
/// <param name="value">The value to map from range [fromMin; fromMax].</param> /// <param name="value">The value to map from range [fromMin; fromMax].</param>
/// <param name="fromMin">The source range minimum value.</param> /// <param name="fromMin">The source range minimum value.</param>
@@ -652,8 +653,7 @@ namespace FlaxEngine
/// <param name="toMin">The destination range minimum value.</param> /// <param name="toMin">The destination range minimum value.</param>
/// <param name="toMax">The destination range maximum value.</param> /// <param name="toMax">The destination range maximum value.</param>
/// <returns>The mapped value in range [toMin; toMax].</returns> /// <returns>The mapped value in range [toMin; toMax].</returns>
// [Deprecated on 17.04.2023, expires on 17.04.2024] [Obsolete("Use Remap instead")]
[Obsolete("Please use Remap to upkeep the API consistency")]
public static double Map(double value, double fromMin, double fromMax, double toMin, double toMax) public static double Map(double value, double fromMin, double fromMax, double toMin, double toMax)
{ {
double t = (value - fromMin) / (fromMax - fromMin); double t = (value - fromMin) / (fromMax - fromMin);

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@@ -808,6 +808,7 @@ namespace FlaxEngine
/// <summary> /// <summary>
/// Maps the specified value from the given range into another. /// Maps the specified value from the given range into another.
/// [Deprecated on 17.04.2023, expires on 17.04.2024]
/// </summary> /// </summary>
/// <param name="value">The value to map from range [fromMin; fromMax].</param> /// <param name="value">The value to map from range [fromMin; fromMax].</param>
/// <param name="fromMin">The source range minimum value.</param> /// <param name="fromMin">The source range minimum value.</param>
@@ -815,8 +816,7 @@ namespace FlaxEngine
/// <param name="toMin">The destination range minimum value.</param> /// <param name="toMin">The destination range minimum value.</param>
/// <param name="toMax">The destination range maximum value.</param> /// <param name="toMax">The destination range maximum value.</param>
/// <returns>The mapped value in range [toMin; toMax].</returns> /// <returns>The mapped value in range [toMin; toMax].</returns>
// [Deprecated on 17.04.2023, expires on 17.04.2024] [Obsolete("Use Remap instead")]
[Obsolete("Please use Remap to upkeep the API consistency")]
public static float Map(float value, float fromMin, float fromMax, float toMin, float toMax) public static float Map(float value, float fromMin, float fromMax, float toMin, float toMax)
{ {
float t = (value - fromMin) / (fromMax - fromMin); float t = (value - fromMin) / (fromMax - fromMin);

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@@ -825,7 +825,7 @@ namespace FlaxEngine
/// <param name="rotation">When the method completes, contains the rotation component of the decomposed matrix.</param> /// <param name="rotation">When the method completes, contains the rotation component of the decomposed matrix.</param>
/// <param name="translation">When the method completes, contains the translation component of the decomposed matrix.</param> /// <param name="translation">When the method completes, contains the translation component of the decomposed matrix.</param>
/// <remarks>This method is designed to decompose an SRT transformation matrix only.</remarks> /// <remarks>This method is designed to decompose an SRT transformation matrix only.</remarks>
[Obsolete("Deprecated in v1.8")] [Obsolete("Use Decompose with 'out Matrix3x3 rotation' parameter instead")]
public void Decompose(out Float3 scale, out Matrix rotation, out Float3 translation) public void Decompose(out Float3 scale, out Matrix rotation, out Float3 translation)
{ {
Decompose(out scale, out Matrix3x3 r, out translation); Decompose(out scale, out Matrix3x3 r, out translation);

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@@ -149,7 +149,7 @@ namespace FlaxEngine
/// <param name="plane">The plane to test.</param> /// <param name="plane">The plane to test.</param>
/// <param name="distance">When the method completes, contains the distance of the intersection, or 0 if there was no intersection.</param> /// <param name="distance">When the method completes, contains the distance of the intersection, or 0 if there was no intersection.</param>
/// <returns>Whether the two objects intersected.</returns> /// <returns>Whether the two objects intersected.</returns>
[Obsolete("Deprecated in 1.4")] [Obsolete("Use Intersects with 'out Real distance' parameter instead")]
public bool Intersects(ref Plane plane, out float distance) public bool Intersects(ref Plane plane, out float distance)
{ {
return CollisionsHelper.RayIntersectsPlane(ref this, ref plane, out distance); return CollisionsHelper.RayIntersectsPlane(ref this, ref plane, out distance);
@@ -202,7 +202,7 @@ namespace FlaxEngine
/// <param name="vertex3">The third vertex of the triangle to test.</param> /// <param name="vertex3">The third vertex of the triangle to test.</param>
/// <param name="distance">When the method completes, contains the distance of the intersection, or 0 if there was no intersection.</param> /// <param name="distance">When the method completes, contains the distance of the intersection, or 0 if there was no intersection.</param>
/// <returns>Whether the two objects intersected.</returns> /// <returns>Whether the two objects intersected.</returns>
[Obsolete("Deprecated in 1.4")] [Obsolete("Use Intersects with 'out Real distance' parameter instead")]
public bool Intersects(ref Vector3 vertex1, ref Vector3 vertex2, ref Vector3 vertex3, out float distance) public bool Intersects(ref Vector3 vertex1, ref Vector3 vertex2, ref Vector3 vertex3, out float distance)
{ {
var result = CollisionsHelper.RayIntersectsTriangle(ref this, ref vertex1, ref vertex2, ref vertex3, out Real dst); var result = CollisionsHelper.RayIntersectsTriangle(ref this, ref vertex1, ref vertex2, ref vertex3, out Real dst);
@@ -305,7 +305,7 @@ namespace FlaxEngine
/// <param name="sphere">The sphere to test.</param> /// <param name="sphere">The sphere to test.</param>
/// <param name="distance">When the method completes, contains the distance of the intersection, or 0 if there was no intersection.</param> /// <param name="distance">When the method completes, contains the distance of the intersection, or 0 if there was no intersection.</param>
/// <returns>Whether the two objects intersected.</returns> /// <returns>Whether the two objects intersected.</returns>
[Obsolete("Deprecated in 1.4")] [Obsolete("Use Intersects with 'out Real distance' parameter instead")]
public bool Intersects(ref BoundingSphere sphere, out float distance) public bool Intersects(ref BoundingSphere sphere, out float distance)
{ {
var result = CollisionsHelper.RayIntersectsSphere(ref this, ref sphere, out Real dst); var result = CollisionsHelper.RayIntersectsSphere(ref this, ref sphere, out Real dst);

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@@ -28,7 +28,7 @@ namespace FlaxEngine
/// <summary> /// <summary>
/// Occurs when event is triggered (e.g. user pressed a key). Called before scripts update. /// Occurs when event is triggered (e.g. user pressed a key). Called before scripts update.
/// </summary> /// </summary>
[System.Obsolete("Depreciated in 1.7, use Pressed Action.")] [System.Obsolete("Use Pressed instead")]
public event Action Triggered; public event Action Triggered;
/// <summary> /// <summary>

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@@ -339,7 +339,7 @@ namespace FlaxEngine
/// <param name="tangents">The normal vectors (per vertex). Use null to compute them from normal vectors.</param> /// <param name="tangents">The normal vectors (per vertex). Use null to compute them from normal vectors.</param>
/// <param name="uv">The texture coordinates (per vertex).</param> /// <param name="uv">The texture coordinates (per vertex).</param>
/// <param name="colors">The vertex colors (per vertex).</param> /// <param name="colors">The vertex colors (per vertex).</param>
[Obsolete("Deprecated in 1.4, use overload with Float3 and Float2 parameters")] [Obsolete("Use UpdateMesh with Float3 and Float2 parameters instead")]
public void UpdateMesh(Vector3[] vertices, int[] triangles, Vector3[] normals = null, Vector3[] tangents = null, Vector2[] uv = null, Color32[] colors = null) public void UpdateMesh(Vector3[] vertices, int[] triangles, Vector3[] normals = null, Vector3[] tangents = null, Vector2[] uv = null, Color32[] colors = null)
{ {
UpdateMesh(Utils.ConvertCollection(vertices), triangles, Utils.ConvertCollection(normals), Utils.ConvertCollection(tangents), Utils.ConvertCollection(uv), colors); UpdateMesh(Utils.ConvertCollection(vertices), triangles, Utils.ConvertCollection(normals), Utils.ConvertCollection(tangents), Utils.ConvertCollection(uv), colors);
@@ -357,7 +357,7 @@ namespace FlaxEngine
/// <param name="tangents">The normal vectors (per vertex). Use null to compute them from normal vectors.</param> /// <param name="tangents">The normal vectors (per vertex). Use null to compute them from normal vectors.</param>
/// <param name="uv">The texture coordinates (per vertex).</param> /// <param name="uv">The texture coordinates (per vertex).</param>
/// <param name="colors">The vertex colors (per vertex).</param> /// <param name="colors">The vertex colors (per vertex).</param>
[Obsolete("Deprecated in 1.4, use overload with Float3 and Float2 parameters")] [Obsolete("Use UpdateMesh with Float3 and Float2 parameters instead")]
public void UpdateMesh(List<Vector3> vertices, List<int> triangles, List<Vector3> normals = null, List<Vector3> tangents = null, List<Vector2> uv = null, List<Color32> colors = null) public void UpdateMesh(List<Vector3> vertices, List<int> triangles, List<Vector3> normals = null, List<Vector3> tangents = null, List<Vector2> uv = null, List<Color32> colors = null)
{ {
UpdateMesh(Utils.ConvertCollection(vertices), triangles, Utils.ConvertCollection(normals), Utils.ConvertCollection(tangents), Utils.ConvertCollection(uv), colors); UpdateMesh(Utils.ConvertCollection(vertices), triangles, Utils.ConvertCollection(normals), Utils.ConvertCollection(tangents), Utils.ConvertCollection(uv), colors);
@@ -375,7 +375,7 @@ namespace FlaxEngine
/// <param name="tangents">The normal vectors (per vertex). Use null to compute them from normal vectors.</param> /// <param name="tangents">The normal vectors (per vertex). Use null to compute them from normal vectors.</param>
/// <param name="uv">The texture coordinates (per vertex).</param> /// <param name="uv">The texture coordinates (per vertex).</param>
/// <param name="colors">The vertex colors (per vertex).</param> /// <param name="colors">The vertex colors (per vertex).</param>
[Obsolete("Deprecated in 1.4, use overload with Float3 and Float2 parameters")] [Obsolete("Use UpdateMesh with Float3 and Float2 parameters instead")]
public void UpdateMesh(Vector3[] vertices, uint[] triangles, Vector3[] normals = null, Vector3[] tangents = null, Vector2[] uv = null, Color32[] colors = null) public void UpdateMesh(Vector3[] vertices, uint[] triangles, Vector3[] normals = null, Vector3[] tangents = null, Vector2[] uv = null, Color32[] colors = null)
{ {
UpdateMesh(Utils.ConvertCollection(vertices), triangles, Utils.ConvertCollection(normals), Utils.ConvertCollection(tangents), Utils.ConvertCollection(uv), colors); UpdateMesh(Utils.ConvertCollection(vertices), triangles, Utils.ConvertCollection(normals), Utils.ConvertCollection(tangents), Utils.ConvertCollection(uv), colors);
@@ -393,7 +393,7 @@ namespace FlaxEngine
/// <param name="tangents">The normal vectors (per vertex). Use null to compute them from normal vectors.</param> /// <param name="tangents">The normal vectors (per vertex). Use null to compute them from normal vectors.</param>
/// <param name="uv">The texture coordinates (per vertex).</param> /// <param name="uv">The texture coordinates (per vertex).</param>
/// <param name="colors">The vertex colors (per vertex).</param> /// <param name="colors">The vertex colors (per vertex).</param>
[Obsolete("Deprecated in 1.4, use overload with Float3 and Float2 parameters")] [Obsolete("Use UpdateMesh with Float3 and Float2 parameters instead")]
public void UpdateMesh(List<Vector3> vertices, List<uint> triangles, List<Vector3> normals = null, List<Vector3> tangents = null, List<Vector2> uv = null, List<Color32> colors = null) public void UpdateMesh(List<Vector3> vertices, List<uint> triangles, List<Vector3> normals = null, List<Vector3> tangents = null, List<Vector2> uv = null, List<Color32> colors = null)
{ {
UpdateMesh(Utils.ConvertCollection(vertices), triangles, Utils.ConvertCollection(normals), Utils.ConvertCollection(tangents), Utils.ConvertCollection(uv), colors); UpdateMesh(Utils.ConvertCollection(vertices), triangles, Utils.ConvertCollection(normals), Utils.ConvertCollection(tangents), Utils.ConvertCollection(uv), colors);
@@ -411,7 +411,7 @@ namespace FlaxEngine
/// <param name="tangents">The tangent vectors (per vertex). Use null to compute them from normal vectors.</param> /// <param name="tangents">The tangent vectors (per vertex). Use null to compute them from normal vectors.</param>
/// <param name="uv">The texture coordinates (per vertex).</param> /// <param name="uv">The texture coordinates (per vertex).</param>
/// <param name="colors">The vertex colors (per vertex).</param> /// <param name="colors">The vertex colors (per vertex).</param>
[Obsolete("Deprecated in 1.4, use overload with Float3 and Float2 parameters")] [Obsolete("Use UpdateMesh with Float3 and Float2 parameters instead")]
public void UpdateMesh(Vector3[] vertices, ushort[] triangles, Vector3[] normals = null, Vector3[] tangents = null, Vector2[] uv = null, Color32[] colors = null) public void UpdateMesh(Vector3[] vertices, ushort[] triangles, Vector3[] normals = null, Vector3[] tangents = null, Vector2[] uv = null, Color32[] colors = null)
{ {
UpdateMesh(Utils.ConvertCollection(vertices), triangles, Utils.ConvertCollection(normals), Utils.ConvertCollection(tangents), Utils.ConvertCollection(uv), colors); UpdateMesh(Utils.ConvertCollection(vertices), triangles, Utils.ConvertCollection(normals), Utils.ConvertCollection(tangents), Utils.ConvertCollection(uv), colors);
@@ -429,7 +429,7 @@ namespace FlaxEngine
/// <param name="tangents">The tangent vectors (per vertex). Use null to compute them from normal vectors.</param> /// <param name="tangents">The tangent vectors (per vertex). Use null to compute them from normal vectors.</param>
/// <param name="uv">The texture coordinates (per vertex).</param> /// <param name="uv">The texture coordinates (per vertex).</param>
/// <param name="colors">The vertex colors (per vertex).</param> /// <param name="colors">The vertex colors (per vertex).</param>
[Obsolete("Deprecated in 1.4, use overload with Float3 and Float2 parameters")] [Obsolete("Use UpdateMesh with Float3 and Float2 parameters instead")]
public void UpdateMesh(List<Vector3> vertices, List<ushort> triangles, List<Vector3> normals = null, List<Vector3> tangents = null, List<Vector2> uv = null, List<Color32> colors = null) public void UpdateMesh(List<Vector3> vertices, List<ushort> triangles, List<Vector3> normals = null, List<Vector3> tangents = null, List<Vector2> uv = null, List<Color32> colors = null)
{ {
UpdateMesh(Utils.ConvertCollection(vertices), triangles, Utils.ConvertCollection(normals), Utils.ConvertCollection(tangents), Utils.ConvertCollection(uv), colors); UpdateMesh(Utils.ConvertCollection(vertices), triangles, Utils.ConvertCollection(normals), Utils.ConvertCollection(tangents), Utils.ConvertCollection(uv), colors);

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@@ -216,7 +216,7 @@ namespace FlaxEngine
/// <param name="normals">The normal vectors (per vertex).</param> /// <param name="normals">The normal vectors (per vertex).</param>
/// <param name="tangents">The normal vectors (per vertex). Use null to compute them from normal vectors.</param> /// <param name="tangents">The normal vectors (per vertex). Use null to compute them from normal vectors.</param>
/// <param name="uv">The texture coordinates (per vertex).</param> /// <param name="uv">The texture coordinates (per vertex).</param>
[Obsolete("Deprecated in 1.4, use overload with Float3 and Float2 parameters")] [Obsolete("Use UpdateMesh with Float3 and Float2 parameters instead")]
public void UpdateMesh(Vector3[] vertices, int[] triangles, Int4[] blendIndices, Vector4[] blendWeights, Vector3[] normals = null, Vector3[] tangents = null, Vector2[] uv = null) public void UpdateMesh(Vector3[] vertices, int[] triangles, Int4[] blendIndices, Vector4[] blendWeights, Vector3[] normals = null, Vector3[] tangents = null, Vector2[] uv = null)
{ {
UpdateMesh(Utils.ConvertCollection(vertices), triangles, blendIndices, Utils.ConvertCollection(blendWeights), Utils.ConvertCollection(normals), Utils.ConvertCollection(tangents), Utils.ConvertCollection(uv)); UpdateMesh(Utils.ConvertCollection(vertices), triangles, blendIndices, Utils.ConvertCollection(blendWeights), Utils.ConvertCollection(normals), Utils.ConvertCollection(tangents), Utils.ConvertCollection(uv));
@@ -235,7 +235,7 @@ namespace FlaxEngine
/// <param name="normals">The normal vectors (per vertex).</param> /// <param name="normals">The normal vectors (per vertex).</param>
/// <param name="tangents">The normal vectors (per vertex). Use null to compute them from normal vectors.</param> /// <param name="tangents">The normal vectors (per vertex). Use null to compute them from normal vectors.</param>
/// <param name="uv">The texture coordinates (per vertex).</param> /// <param name="uv">The texture coordinates (per vertex).</param>
[Obsolete("Deprecated in 1.4, use overload with Float3 and Float2 parameters")] [Obsolete("Use UpdateMesh with Float3 and Float2 parameters instead")]
public void UpdateMesh(Vector3[] vertices, uint[] triangles, Int4[] blendIndices, Vector4[] blendWeights, Vector3[] normals = null, Vector3[] tangents = null, Vector2[] uv = null) public void UpdateMesh(Vector3[] vertices, uint[] triangles, Int4[] blendIndices, Vector4[] blendWeights, Vector3[] normals = null, Vector3[] tangents = null, Vector2[] uv = null)
{ {
UpdateMesh(Utils.ConvertCollection(vertices), triangles, blendIndices, Utils.ConvertCollection(blendWeights), Utils.ConvertCollection(normals), Utils.ConvertCollection(tangents), Utils.ConvertCollection(uv)); UpdateMesh(Utils.ConvertCollection(vertices), triangles, blendIndices, Utils.ConvertCollection(blendWeights), Utils.ConvertCollection(normals), Utils.ConvertCollection(tangents), Utils.ConvertCollection(uv));
@@ -254,7 +254,7 @@ namespace FlaxEngine
/// <param name="normals">The normal vectors (per vertex).</param> /// <param name="normals">The normal vectors (per vertex).</param>
/// <param name="tangents">The tangent vectors (per vertex). Use null to compute them from normal vectors.</param> /// <param name="tangents">The tangent vectors (per vertex). Use null to compute them from normal vectors.</param>
/// <param name="uv">The texture coordinates (per vertex).</param> /// <param name="uv">The texture coordinates (per vertex).</param>
[Obsolete("Deprecated in 1.4, use overload with Float3 and Float2 parameters")] [Obsolete("Use UpdateMesh with Float3 and Float2 parameters instead")]
public void UpdateMesh(Vector3[] vertices, ushort[] triangles, Int4[] blendIndices, Vector4[] blendWeights, Vector3[] normals = null, Vector3[] tangents = null, Vector2[] uv = null) public void UpdateMesh(Vector3[] vertices, ushort[] triangles, Int4[] blendIndices, Vector4[] blendWeights, Vector3[] normals = null, Vector3[] tangents = null, Vector2[] uv = null)
{ {
UpdateMesh(Utils.ConvertCollection(vertices), triangles, blendIndices, Utils.ConvertCollection(blendWeights), Utils.ConvertCollection(normals), Utils.ConvertCollection(tangents), Utils.ConvertCollection(uv)); UpdateMesh(Utils.ConvertCollection(vertices), triangles, blendIndices, Utils.ConvertCollection(blendWeights), Utils.ConvertCollection(normals), Utils.ConvertCollection(tangents), Utils.ConvertCollection(uv));

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@@ -19,7 +19,7 @@ namespace FlaxEngine
/// <param name="convexFlags">The convex mesh generation flags.</param> /// <param name="convexFlags">The convex mesh generation flags.</param>
/// <param name="convexVertexLimit">The convex mesh vertex limit. Use values in range [8;255]</param> /// <param name="convexVertexLimit">The convex mesh vertex limit. Use values in range [8;255]</param>
/// <returns>True if failed, otherwise false.</returns> /// <returns>True if failed, otherwise false.</returns>
[Obsolete("Deprecated in 1.4, use overload with Float3 and Float2 parameters")] [Obsolete("Use CookCollision with Float3 and Float2 parameters instead")]
public bool CookCollision(CollisionDataType type, Vector3[] vertices, uint[] triangles, ConvexMeshGenerationFlags convexFlags = ConvexMeshGenerationFlags.None, int convexVertexLimit = 255) public bool CookCollision(CollisionDataType type, Vector3[] vertices, uint[] triangles, ConvexMeshGenerationFlags convexFlags = ConvexMeshGenerationFlags.None, int convexVertexLimit = 255)
{ {
if (vertices == null) if (vertices == null)
@@ -43,7 +43,7 @@ namespace FlaxEngine
/// <param name="convexFlags">The convex mesh generation flags.</param> /// <param name="convexFlags">The convex mesh generation flags.</param>
/// <param name="convexVertexLimit">The convex mesh vertex limit. Use values in range [8;255]</param> /// <param name="convexVertexLimit">The convex mesh vertex limit. Use values in range [8;255]</param>
/// <returns>True if failed, otherwise false.</returns> /// <returns>True if failed, otherwise false.</returns>
[Obsolete("Deprecated in 1.4, use overload with Float3 and Float2 parameters")] [Obsolete("Use CookCollision with Float3 and Float2 parameters instead")]
public bool CookCollision(CollisionDataType type, Vector3[] vertices, int[] triangles, ConvexMeshGenerationFlags convexFlags = ConvexMeshGenerationFlags.None, int convexVertexLimit = 255) public bool CookCollision(CollisionDataType type, Vector3[] vertices, int[] triangles, ConvexMeshGenerationFlags convexFlags = ConvexMeshGenerationFlags.None, int convexVertexLimit = 255)
{ {
if (vertices == null) if (vertices == null)
@@ -60,7 +60,7 @@ namespace FlaxEngine
/// </summary> /// </summary>
/// <param name="vertexBuffer">The output vertex buffer.</param> /// <param name="vertexBuffer">The output vertex buffer.</param>
/// <param name="indexBuffer">The output index buffer.</param> /// <param name="indexBuffer">The output index buffer.</param>
[Obsolete("Deprecated in 1.4, use overload with Float3 and Float2 parameters")] [Obsolete("Use ExtractGeometry with Float3 and Float2 parameters instead")]
public void ExtractGeometry(out Vector3[] vertexBuffer, out int[] indexBuffer) public void ExtractGeometry(out Vector3[] vertexBuffer, out int[] indexBuffer)
{ {
ExtractGeometry(out Float3[] tmp, out indexBuffer); ExtractGeometry(out Float3[] tmp, out indexBuffer);

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@@ -23,7 +23,7 @@ namespace FlaxEngine
/// <param name="source">The source location.</param> /// <param name="source">The source location.</param>
/// <param name="destination">The destination location.</param> /// <param name="destination">The destination location.</param>
/// <param name="length">The length (amount of bytes to copy).</param> /// <param name="length">The length (amount of bytes to copy).</param>
[Obsolete("Use MemoryCopy with long length and source/destination swapped to match C++ API.")] [Obsolete("Use MemoryCopy with long length and source/destination parameters swapped instead")]
public static void MemoryCopy(IntPtr source, IntPtr destination, int length) public static void MemoryCopy(IntPtr source, IntPtr destination, int length)
{ {
// [Deprecated on 30.05.2021, expires on 30.05.2022] // [Deprecated on 30.05.2021, expires on 30.05.2022]