diff --git a/Source/Editor/Windows/Assets/PrefabWindow.Hierarchy.cs b/Source/Editor/Windows/Assets/PrefabWindow.Hierarchy.cs
index 83063e41d..313a38c47 100644
--- a/Source/Editor/Windows/Assets/PrefabWindow.Hierarchy.cs
+++ b/Source/Editor/Windows/Assets/PrefabWindow.Hierarchy.cs
@@ -253,7 +253,7 @@ namespace FlaxEditor.Windows.Assets
if (actorType.IsAbstract)
continue;
ActorContextMenuAttribute attribute = null;
- foreach (var e in actorType.GetAttributes(true))
+ foreach (var e in actorType.GetAttributes(false))
{
if (e is ActorContextMenuAttribute actorContextMenuAttribute)
{
diff --git a/Source/Editor/Windows/ContentWindow.ContextMenu.cs b/Source/Editor/Windows/ContentWindow.ContextMenu.cs
index cce172478..30b864acc 100644
--- a/Source/Editor/Windows/ContentWindow.ContextMenu.cs
+++ b/Source/Editor/Windows/ContentWindow.ContextMenu.cs
@@ -162,7 +162,7 @@ namespace FlaxEditor.Windows
// Get attribute
ContentContextMenuAttribute attribute = null;
- foreach (var typeAttribute in type.GetAttributes(true))
+ foreach (var typeAttribute in type.GetAttributes(false))
{
if (typeAttribute is ContentContextMenuAttribute contentContextMenuAttribute)
{
diff --git a/Source/Editor/Windows/SceneTreeWindow.ContextMenu.cs b/Source/Editor/Windows/SceneTreeWindow.ContextMenu.cs
index 3a7336bbb..e48e59f80 100644
--- a/Source/Editor/Windows/SceneTreeWindow.ContextMenu.cs
+++ b/Source/Editor/Windows/SceneTreeWindow.ContextMenu.cs
@@ -66,7 +66,7 @@ namespace FlaxEditor.Windows
if (actorType.IsAbstract)
continue;
ActorContextMenuAttribute attribute = null;
- foreach (var e in actorType.GetAttributes(true))
+ foreach (var e in actorType.GetAttributes(false))
{
if (e is ActorContextMenuAttribute actorContextMenuAttribute)
{
@@ -152,11 +152,11 @@ namespace FlaxEditor.Windows
// go through each actor and add it to the context menu if it has the ActorContextMenu attribute
foreach (var actorType in Editor.CodeEditing.Actors.Get())
{
- if (actorType.IsAbstract || !actorType.HasAttribute(typeof(ActorContextMenuAttribute), true))
+ if (actorType.IsAbstract || !actorType.HasAttribute(typeof(ActorContextMenuAttribute), false))
continue;
ActorContextMenuAttribute attribute = null;
- foreach (var actorAttribute in actorType.GetAttributes(true))
+ foreach (var actorAttribute in actorType.GetAttributes(false))
{
if (actorAttribute is ActorContextMenuAttribute actorContextMenuAttribute)
{
diff --git a/Source/Editor/Windows/ToolboxWindow.cs b/Source/Editor/Windows/ToolboxWindow.cs
index 08f4d4eef..3df4d3527 100644
--- a/Source/Editor/Windows/ToolboxWindow.cs
+++ b/Source/Editor/Windows/ToolboxWindow.cs
@@ -250,7 +250,7 @@ namespace FlaxEditor.Windows
foreach (var actorType in Editor.CodeEditing.Actors.Get())
{
ActorToolboxAttribute attribute = null;
- foreach (var e in actorType.GetAttributes(true))
+ foreach (var e in actorType.GetAttributes(false))
{
if (e is ActorToolboxAttribute actorToolboxAttribute)
{
diff --git a/Source/Engine/Physics/Actors/WheeledVehicle.h b/Source/Engine/Physics/Actors/WheeledVehicle.h
index 2cc43bdd7..7e046d1a2 100644
--- a/Source/Engine/Physics/Actors/WheeledVehicle.h
+++ b/Source/Engine/Physics/Actors/WheeledVehicle.h
@@ -10,7 +10,7 @@
/// Representation of the car vehicle that uses wheels. Built on top of the RigidBody with collider representing its chassis shape and wheels.
///
///
-API_CLASS() class FLAXENGINE_API WheeledVehicle : public RigidBody
+API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Wheeled Vehicle\"), ActorToolbox(\"Physics\")") class FLAXENGINE_API WheeledVehicle : public RigidBody
{
friend class PhysicsBackend;
DECLARE_SCENE_OBJECT(WheeledVehicle);
diff --git a/Source/Engine/Physics/Colliders/BoxCollider.h b/Source/Engine/Physics/Colliders/BoxCollider.h
index c69a3ee56..c4ee6c2b5 100644
--- a/Source/Engine/Physics/Colliders/BoxCollider.h
+++ b/Source/Engine/Physics/Colliders/BoxCollider.h
@@ -9,7 +9,7 @@
/// A box-shaped primitive collider.
///
///
-API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Box Collider\"), ActorToolbox(\"Physics\")")
+API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Colliders/Box Collider\"), ActorToolbox(\"Physics\")")
class FLAXENGINE_API BoxCollider : public Collider
{
DECLARE_SCENE_OBJECT(BoxCollider);
diff --git a/Source/Engine/Physics/Colliders/CapsuleCollider.h b/Source/Engine/Physics/Colliders/CapsuleCollider.h
index 2f31e0d3b..5ae53cf53 100644
--- a/Source/Engine/Physics/Colliders/CapsuleCollider.h
+++ b/Source/Engine/Physics/Colliders/CapsuleCollider.h
@@ -10,7 +10,7 @@
///
/// Capsules are cylinders with a half-sphere at each end centered at the origin and extending along the X axis, and two hemispherical ends.
///
-API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Capsule Collider\"), ActorToolbox(\"Physics\")")
+API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Colliders/Capsule Collider\"), ActorToolbox(\"Physics\")")
class FLAXENGINE_API CapsuleCollider : public Collider
{
DECLARE_SCENE_OBJECT(CapsuleCollider);
diff --git a/Source/Engine/Physics/Colliders/MeshCollider.h b/Source/Engine/Physics/Colliders/MeshCollider.h
index f64dd6dd3..a25f4d9c8 100644
--- a/Source/Engine/Physics/Colliders/MeshCollider.h
+++ b/Source/Engine/Physics/Colliders/MeshCollider.h
@@ -10,7 +10,7 @@
/// A collider represented by an arbitrary mesh.
///
///
-API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Mesh Collider\"), ActorToolbox(\"Physics\")")
+API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Colliders/Mesh Collider\"), ActorToolbox(\"Physics\")")
class FLAXENGINE_API MeshCollider : public Collider
{
DECLARE_SCENE_OBJECT(MeshCollider);
diff --git a/Source/Engine/Physics/Colliders/SphereCollider.h b/Source/Engine/Physics/Colliders/SphereCollider.h
index a40d22704..39f6fd63c 100644
--- a/Source/Engine/Physics/Colliders/SphereCollider.h
+++ b/Source/Engine/Physics/Colliders/SphereCollider.h
@@ -8,7 +8,7 @@
/// A sphere-shaped primitive collider.
///
///
-API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Sphere Collider\"), ActorToolbox(\"Physics\")")
+API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Colliders/Sphere Collider\"), ActorToolbox(\"Physics\")")
class FLAXENGINE_API SphereCollider : public Collider
{
DECLARE_SCENE_OBJECT(SphereCollider);
diff --git a/Source/Engine/Physics/Joints/D6Joint.h b/Source/Engine/Physics/Joints/D6Joint.h
index d6f208b33..cd7e194f0 100644
--- a/Source/Engine/Physics/Joints/D6Joint.h
+++ b/Source/Engine/Physics/Joints/D6Joint.h
@@ -160,7 +160,7 @@ public:
/// It also allows you to constrain limits to only specific axes or completely lock specific axes.
///
///
-API_CLASS(Attributes="ActorContextMenu(\"New/Physics/D6 Joint\"), ActorToolbox(\"Physics\")")
+API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Joints/D6 Joint\"), ActorToolbox(\"Physics\")")
class FLAXENGINE_API D6Joint : public Joint
{
DECLARE_SCENE_OBJECT(D6Joint);
diff --git a/Source/Engine/Physics/Joints/DistanceJoint.h b/Source/Engine/Physics/Joints/DistanceJoint.h
index 7ff522a03..96ddc9538 100644
--- a/Source/Engine/Physics/Joints/DistanceJoint.h
+++ b/Source/Engine/Physics/Joints/DistanceJoint.h
@@ -37,7 +37,7 @@ DECLARE_ENUM_OPERATORS(DistanceJointFlag);
/// Physics joint that maintains an upper or lower (or both) bound on the distance between two bodies.
///
///
-API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Distance Joint\"), ActorToolbox(\"Physics\")")
+API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Joints/Distance Joint\"), ActorToolbox(\"Physics\")")
class FLAXENGINE_API DistanceJoint : public Joint
{
DECLARE_SCENE_OBJECT(DistanceJoint);
diff --git a/Source/Engine/Physics/Joints/FixedJoint.h b/Source/Engine/Physics/Joints/FixedJoint.h
index 8020ea73f..c406b4aa8 100644
--- a/Source/Engine/Physics/Joints/FixedJoint.h
+++ b/Source/Engine/Physics/Joints/FixedJoint.h
@@ -8,7 +8,7 @@
/// Physics joint that maintains a fixed distance and orientation between its two attached bodies.
///
///
-API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Fixed Joint\"), ActorToolbox(\"Physics\")")
+API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Joints/Fixed Joint\"), ActorToolbox(\"Physics\")")
class FLAXENGINE_API FixedJoint : public Joint
{
DECLARE_SCENE_OBJECT(FixedJoint);
diff --git a/Source/Engine/Physics/Joints/HingeJoint.h b/Source/Engine/Physics/Joints/HingeJoint.h
index 6c7af54de..a14230cd9 100644
--- a/Source/Engine/Physics/Joints/HingeJoint.h
+++ b/Source/Engine/Physics/Joints/HingeJoint.h
@@ -67,7 +67,7 @@ public:
/// Physics joint that removes all but a single rotation degree of freedom from its two attached bodies (for example a door hinge).
///
///
-API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Hinge Joint\"), ActorToolbox(\"Physics\")")
+API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Joints/Hinge Joint\"), ActorToolbox(\"Physics\")")
class FLAXENGINE_API HingeJoint : public Joint
{
DECLARE_SCENE_OBJECT(HingeJoint);
diff --git a/Source/Engine/Physics/Joints/SliderJoint.h b/Source/Engine/Physics/Joints/SliderJoint.h
index d102c1dd5..51d95f339 100644
--- a/Source/Engine/Physics/Joints/SliderJoint.h
+++ b/Source/Engine/Physics/Joints/SliderJoint.h
@@ -27,7 +27,7 @@ DECLARE_ENUM_OPERATORS(SliderJointFlag);
/// Physics joint that removes all but a single translational degree of freedom. Bodies are allowed to move along a single axis.
///
///
-API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Slider Joint\"), ActorToolbox(\"Physics\")")
+API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Joints/Slider Joint\"), ActorToolbox(\"Physics\")")
class FLAXENGINE_API SliderJoint : public Joint
{
DECLARE_SCENE_OBJECT(SliderJoint);
diff --git a/Source/Engine/Physics/Joints/SphericalJoint.h b/Source/Engine/Physics/Joints/SphericalJoint.h
index 96359d4c5..95f0bae10 100644
--- a/Source/Engine/Physics/Joints/SphericalJoint.h
+++ b/Source/Engine/Physics/Joints/SphericalJoint.h
@@ -29,7 +29,7 @@ DECLARE_ENUM_OPERATORS(SphericalJointFlag);
/// rotate around the anchor points, and their rotation can be limited by an elliptical cone.
///
///
-API_CLASS(Attributes = "ActorContextMenu(\"New/Physics/Spherical Joint\"), ActorToolbox(\"Physics\")")
+API_CLASS(Attributes = "ActorContextMenu(\"New/Physics/Joints/Spherical Joint\"), ActorToolbox(\"Physics\")")
class FLAXENGINE_API SphericalJoint : public Joint
{
DECLARE_SCENE_OBJECT(SphericalJoint);