Variosu tweaks
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@@ -725,9 +725,7 @@ namespace FlaxEditor.Modules
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for (int i = 0; i < Windows.Count; i++)
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for (int i = 0; i < Windows.Count; i++)
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{
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{
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if (string.Equals(Windows[i].SerializationTypename, typename, StringComparison.OrdinalIgnoreCase))
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if (string.Equals(Windows[i].SerializationTypename, typename, StringComparison.OrdinalIgnoreCase))
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{
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return Windows[i];
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return Windows[i];
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}
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}
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}
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// Check if it's an asset ID
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// Check if it's an asset ID
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@@ -191,9 +191,7 @@ namespace FlaxEditor.Surface.Archetypes
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var value = title;
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var value = title;
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int count = 1;
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int count = 1;
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while (!OnRenameValidate(null, value))
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while (!OnRenameValidate(null, value))
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{
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value = title + " " + count++;
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value = title + " " + count++;
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}
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Values[0] = value;
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Values[0] = value;
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Title = value;
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Title = value;
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@@ -226,6 +226,8 @@ namespace FlaxEditor.Windows
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/// <inheritdoc />
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/// <inheritdoc />
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public override void OnDestroy()
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public override void OnDestroy()
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{
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{
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if (IsDisposing)
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return;
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OnExit();
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OnExit();
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// Unregister
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// Unregister
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@@ -205,7 +205,7 @@ struct FLAXENGINE_API AnimGraphSlot
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/// <summary>
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/// <summary>
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/// The animation graph state container for a single node playback trace (eg. animation sample info or state transition). Can be used by Anim Graph debugging or custom scripting.
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/// The animation graph state container for a single node playback trace (eg. animation sample info or state transition). Can be used by Anim Graph debugging or custom scripting.
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/// </summary>
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/// </summary>
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API_STRUCT() struct FLAXENGINE_API AnimGraphTraceEvent
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API_STRUCT(NoDefault) struct FLAXENGINE_API AnimGraphTraceEvent
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{
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{
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DECLARE_SCRIPTING_TYPE_MINIMAL(AnimGraphTraceEvent);
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DECLARE_SCRIPTING_TYPE_MINIMAL(AnimGraphTraceEvent);
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@@ -506,7 +506,7 @@ Variant AnimGraphExecutor::SampleState(AnimGraphNode* state)
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void AnimGraphExecutor::InitStateTransition(AnimGraphContext& context, AnimGraphInstanceData::StateMachineBucket& stateMachineBucket, AnimGraphStateTransition* transition)
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void AnimGraphExecutor::InitStateTransition(AnimGraphContext& context, AnimGraphInstanceData::StateMachineBucket& stateMachineBucket, AnimGraphStateTransition* transition)
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{
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{
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// Reset transiton
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// Reset transition
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stateMachineBucket.ActiveTransition = transition;
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stateMachineBucket.ActiveTransition = transition;
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stateMachineBucket.TransitionPosition = 0.0f;
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stateMachineBucket.TransitionPosition = 0.0f;
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