Fixed a ton of typos
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@@ -98,7 +98,7 @@ void StaticModel::SetVertexColor(int32 lodIndex, int32 meshIndex, int32 vertexIn
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{
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if (!Model || Model->WaitForLoaded())
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{
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LOG(Warning, "Cannot set vertex color if model is missing or faied to load.");
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LOG(Warning, "Cannot set vertex color if model is missing or failed to load.");
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return;
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}
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@@ -961,7 +961,7 @@ bool Level::loadScene(rapidjson_flax::Value& data, int32 engineBuild, bool autoI
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}
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// Synchronize prefab instances (prefab may have new objects added or some removed so deserialized instances need to synchronize with it)
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// TODO: resave and force sync scenes durign game cooking so this step could be skipped in game
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// TODO: resave and force sync scenes during game cooking so this step could be skipped in game
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Scripting::ObjectsLookupIdMapping.Set(&modifier.Value->IdsMapping);
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SceneObjectsFactory::SynchronizePrefabInstances(*sceneObjects.Value, actorToRemovedObjectsData, modifier.Value);
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Scripting::ObjectsLookupIdMapping.Set(nullptr);
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@@ -973,7 +973,7 @@ bool Level::loadScene(rapidjson_flax::Value& data, int32 engineBuild, bool autoI
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if (obj && obj->GetParent() == nullptr)
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{
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sceneObjects->At(i) = nullptr;
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LOG(Warning, "Scene object {0} {1} has missing parent objct after scene load. Removing it.", obj->GetID(), obj->ToString());
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LOG(Warning, "Scene object {0} {1} has missing parent object after scene load. Removing it.", obj->GetID(), obj->ToString());
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obj->DeleteObject();
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}
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}
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@@ -509,7 +509,7 @@ bool FindCyclicReferences(Actor* actor, const Guid& prefabRootId)
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bool Prefab::ApplyAll(Actor* targetActor)
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{
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// TODO: use more cached dictionaries and other collections containers to prevent memory allocations during apply (optimize fo apply 10 times per second the same prefab on many changes in editor)
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// TODO: use more cached dictionaries and other collections containers to prevent memory allocations during apply (optimize for apply 10 times per second the same prefab on many changes in editor)
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PROFILE_CPU();
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const auto startTime = DateTime::NowUTC();
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