Fixed a ton of typos
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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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