dumpz
Definition
-- @/lua/common/utils.lua:138
function dumpz(o, depth)
log('A', "lua.utils", dumpsz(o, depth))
end
Callers
@/lua/ge/extensions/flowgraph/nodes/vehicle/ai/scriptAI/followPath.lua
end
--dumpz(path, 3)
veh:queueLuaCommand('ai.startFollowing(' .. serialize({path=path}) .. ',nil,'..loopCount..',"'..loopType..'")')
@/lua/ge/extensions/flowgraph/nodes/environment/planet.lua
local cubeGrid = self:heightmapFromPNG(self.pinIn.heightmap.value or "cubemap_small.png")
--dumpz(cubeGrid,2)
--dump(cubeGrid)
@/lua/ge/extensions/flowgraph/nodes/util/loadLevel.lua
log('E', logTag, 'onLoadingScreenFadeout: ' .. tostring(missionFile))
dumpz(self, 2)
if self.state == 4 then return end
@/lua/ge/extensions/editor/flowgraphEditor.lua
local res = {currentMgrName = mgr.name}
--dumpz(mgr,2)
ui_flowgraph_editor.SetCurrentEditor(M.ectx)
@/lua/ge/extensions/flowgraph/nodes/ui/selectButtons.lua
local content = {title = self.pinIn.title.value or "", typeName = self.pinIn.description.value or "", altMode = self.pinIn.altMode.value or false, buttons = buttonsTable}
--dumpz(content)
if self.pinIn.hideApps.value then
@/lua/ge/extensions/editor/flowgraph/properties.lua
local hcPin = item.pinIn[pin.name]
--dumpz(hcPin,2)
self:_drawInputField('pins' .. pin.id ..'_val', item._cdata, hcPin.hardCodeType, displayVal, '', function(_savePath, newVal)
--hcPin.value = fg_utils.getDefaultValueForType(hcPin.typename)
--dumpz(item._cdata['pins' .. pin.id ..'_val'],3)
-- History
local hcPin = item.pinIn[pin.name]
--dumpz(hcPin,2)
self:_drawInputField('pins' .. pin.id ..'_val', item._cdata, hcPin.hardCodeType, displayVal, '', function(_savePath, newVal)
--hcPin.value = fg_utils.getDefaultValueForType(hcPin.typename)
--dumpz(item._cdata['pins' .. pin.id ..'_val'],3)
-- History
@/lua/ge/extensions/flowgraph/modules/threadModule.lua
mgr.modules.thread.parentId = self.mgr.id
dumpz(self.children, 2)
self.mgr:logEvent("Loaded Child Project","I", "A Child has been loaded from path " .. dumps(file), {type = "node", node = sourceNode})
@/lua/ge/extensions/career/modules/delivery/cargoScreen.lua
--dumpz(uiData.playerCardGroupSets)
-- notify UI
@/lua/common/jbeam/io.lua
for filename, cacheData in pairs(fileCache) do
--dumpz({"cacheData: ", cacheData}, 8)
for partName, partData in pairs(cacheData.parts) do
--dumpz({"partFileMap: ", partFileMap}, 4)
--dumpz({"partSlotMap: ", partSlotMap}, 4)
--dumpz({"partFileMap: ", partFileMap}, 4)
--dumpz({"partSlotMap: ", partSlotMap}, 4)
--dumpz({"partNameMap: ", partNameMap}, 4)
--dumpz({"partSlotMap: ", partSlotMap}, 4)
--dumpz({"partNameMap: ", partNameMap}, 4)
end
@/lua/common/json-ast.lua
end
--dumpz(res, 2)
@/lua/ge/extensions/editor/assetBrowser.lua
-- [Debug]
-- dumpz(var.filteredAssetGroups, 2)
fn = function(dir)
dumpz(dir, 2)
end
fn = function(asset)
dumpz(asset, 3)
end
@/lua/ge/extensions/flowgraph/modules/buttonModule.lua
table.sort(data, orderSort)
-- dumpz(data, 2)
guihooks.trigger('CustomFGButtons', data)
@/lua/ge/extensions/career/modules/branches/landing.lua
end
--dumpz(skData.unlockInfo,2)
@/lua/ge/extensions/gameplay/missions/proceduralMissionGenerators/timeTrialMissions.lua
if not race.ignoreAsMission then
--dumpz(race,1)
-- for now, only convert quickraces with a .race.json file
@/lua/ge/extensions/gameplay/missions/progress.lua
attempt.type = currentType
--dumpz(attempt, 3)
end
if not mission.getRandomizedAttempt then
dumpz(mission, 2)
dump("no attempt generator?")
@/lua/ge/extensions/flowgraph/nodes/vehicle/getPowertrainData.lua
if veh then
core_vehicleBridge.requestValue(veh, function(val) dump(val) dumpz(self, 1) self.receivedInfo = val.result end,'powertrainDevice', self.pinIn.device.value, self.pinIn.property.value)
self:setDurationState('started')
@/lua/ge/extensions/flowgraph/nodes/macro/integrated.lua
--print("Hardcoded pin: " .. pin.name .. " of " .. self.inputNode.pinOut[pin.name].id)
--dumpz(self.inputNode.pinOut[pin.name],1)
end
@/lua/ge/extensions/editor/flowgraph/overview.lua
if selectThisGraph then
dumpz(graph,1)
self.mgr:selectGraph(graph)
@/lua/ge/extensions/flowgraph/nodes/ui/showMonitor.lua
self.done = true
dumpz(self.mgr.fgEditor, 1)
self.mgr.fgEditor.switchToSmallWindow = true
self.mgr.fgEditor.forceOpen.log = self.pinIn.showLog.value
dumpz(self.mgr.fgEditor, 1)
end
@/lua/ge/extensions/editor/flowgraph/nodePreview.lua
if self.hover and ((self.mode == "node" and self.hover.node) or (self.mode == "graph")) then
--dumpz(self.hover, 2)
if not self.previewEctx then
@/lua/ge/extensions/flowgraph/nodes/logic/booleanExpression.lua
self.activePinList = {}
--dumpz(self.graph.links,2)
for _, l in pairs(self.graph.links) do
end
--dumpz(self.activePinList,2)
end
@/lua/ge/extensions/core/flowgraphManager.lua
M.clearAllManagers()
--dumpz(data, 1)
if next(data) then
@/lua/ge/extensions/flowgraph/nodes/ui/updatedUI/endScreenTimeSlip.lua
self.panel.timeslip = slipData
--dumpz(self.panel, 4)
self.mgr.modules.ui:addUIElement(self.panel)
@/lua/ge/extensions/flowgraph/nodes/vehicle/spawnVehicle.lua
self.spawningOptions = sanitizeVehicleSpawnOptions(model, options)
--dumpz(self.spawningOptions,2)
@/lua/ge/extensions/flowgraph/nodes/input/blacklistAction.lua
im.BeginDisabled()
--dumpz(result, 2)
self:highlightText(result.info.cat .. ":", self.search.matchString)
@/lua/ge/extensions/flowgraph/basenode.lua
if im.Button("Colors") then
dumpz(self._flowColors,2)
end
if im.MenuItem1("Depth " .. i) then
dumpz(self, i)
end
@/lua/ge/extensions/gameplay/race/race.lua
dump(self.states[id])
dumpz(self, 1)
end
@/lua/ge/extensions/gameplay/route/raceRoute.lua
if point.fixed then
-- dumpz(point, 2)
table.insert(self.originalFixedPositions, {
if self.callbacks.shouldPointBeFixedForRecalc then
-- dumpz(wp, 2)
callbackResult = self.callbacks.shouldPointBeFixedForRecalc(wp)
@/lua/ge/extensions/editor/util/transformUtil.lua
self.transform:setPosition(self.pos)
--dumpz(self, 2)
--dump(self:correctEditMode())
@/lua/vehicle/extensions/tech/CANBus/RacingDisplay.lua
canBus.sendCANMessage(messageIds.sendWheelData3, wheelData3Message, "wheeldata3")
--dumpz(wheels.wheels[0], 1)
--dump(electrics.values.turboBoost)
@/lua/ge/extensions/flowgraph/graph.lua
end
--dumpz(self.children, 2)
local children = {}
--dump("Deleting..................................................................")
--dumpz(node, 1)
--print(debug.tracesimple())
--dumpz(targetTypes, 2)
--dumpz(sourceTypes, 2)
--dumpz(targetTypes, 2)
--dumpz(sourceTypes, 2)
@/lua/ge/extensions/career/modules/delivery/progress.lua
dropOffDataStatus.branchInfo = branchInfo
--dumpz(dropOffDataStatus,2)
else
@/lua/ge/extensions/core/vehicle/inplaceEdit.lua
--dumpz(part, 2)
for _, flexbody in pairs(part.flexbodies or {}) do
--dumpz({'vBundle = ', vBundle}, 3)
--dumpz({'availableParts = ', availableParts}, 2)
--dumpz({'vBundle = ', vBundle}, 3)
--dumpz({'availableParts = ', availableParts}, 2)
--dumpz({'slotMap = ', slotMap}, 3)
--dumpz({'availableParts = ', availableParts}, 2)
--dumpz({'slotMap = ', slotMap}, 3)
--dumpz({'flexbodies = ', vBundle.vdata.flexbodies}, 3)
--dumpz({'slotMap = ', slotMap}, 3)
--dumpz({'flexbodies = ', vBundle.vdata.flexbodies}, 3)
end
@/lua/common/jbeam/variables.lua
end
--dumpz({'allVariables = ', allVariables}, 3)
return _sanitizeVars(allVariables, vehicleConfig.vars or {})
vars['$components'] = {val = rootPart.components} -- with this you can use '$components.' in your expressions
-- dumpz({'vars = ', vars}, 2)
@/lua/ge/extensions/gameplay/race/path.lua
-- parse all branches and all cps from the config to get all CP infos
--dumpz(trackInfo.originalInfo.lapConfig,1)
for idx, cp in ipairs(trackInfo.originalInfo.lapConfig) do
end
--dumpz(self.pathnodes.objects, 2)
local order = {}
@/lua/ge/extensions/editor/raceEditor/tools.lua
if im.Button("Dump Path [Debug]") then
dumpz(self.path,2)
end
self.path:autoConfig()
dumpz(self.path.config,4)
end im.SameLine()
self.path:autoConfig(true)
dumpz(self.path.config,4)
end
@/lua/ge/extensions/flowgraph/states.lua
-- plan the graph
--dumpz(pnode, 2)
if not node.targetGraph then
function C:resolveInterHops(nodes, links, group)
--dumpz(nodes, 2)
-- first, sort links into lists of regular, and to-be-shortened links. further split the to-be-shortened into source-connected and others.
end
--dumpz(nodes, 2)
--dumpz(sourced, 2)
--dumpz(nodes, 2)
--dumpz(sourced, 2)
--dumpz(shorten, 2)
--dumpz(sourced, 2)
--dumpz(shorten, 2)
--dumpz(regular, 2)
--dumpz(shorten, 2)
--dumpz(regular, 2)
local currentTargetNode = nodes[current.link.targetNode.id]
--dumpz(currentTargetNode, 2)
if currentTargetNode.isConnector then
}
--dumpz(vlnk, 2)
table.insert(regular, vlnk)
@/lua/ge/extensions/editor/dynamicDecals/inspector.lua
im.SameLine()
if im.Button(string.format("Dumpz 3##%s_%s", layer.uid, guiId)) then dumpz(layer, 3) end
end
@/lua/ge/extensions/editor/raceEditor/startPositions.lua
local avail = im.GetContentRegionAvail()
--dumpz(self.path,2)
im.BeginChild1("sp", im.ImVec2(220 * im.uiscale[0], 0 ), im.WindowFlags_ChildWindow)
@/lua/ge/extensions/gameplay/missions/missionScreen.lua
--dump(key)
--dumpz(prog, 5)
local ownAggregate = {}
--dump(key)
--dumpz(prog, 5)
local ownAggregate = {}
@/lua/ge/extensions/flowgraph/nodes/gameplay/race/raceEndScreen.lua
--dumpz(self.pinIn.stats.value, 2)
@/lua/ge/extensions/flowgraph/nodes/math/math.lua
self.activePinList = {}
--dumpz(self.graph.links,2)
for _, l in pairs(self.graph.links) do
end
--dumpz(self.activePinList,2)
end
@/lua/ge/extensions/flowgraph/link.lua
print("? no imPos!")
dumpz(sPin, 2)
dumpz(tPin, 2)
dumpz(sPin, 2)
dumpz(tPin, 2)
end
@/lua/vehicle/controller.lua
--dumpz(sortedControllers, 2)
@/lua/ge/extensions/gameplay/rawPois.lua
log("E","","Element does not contain a data field! Not keeping it in the element list.")
dumpz(element,2)
valid = false
log("E","","Element.data does not contain neither id nor missionId! Not keeping it in the element list.")
dumpz(element,2)
valid = false
log("E","","Element has no clusterType! Not keeping it in the element list.")
dumpz(element,2)
end
@/lua/ge/extensions/editor/flowgraph/main.lua
-- graph tabs
--dumpz(allGraphs,2)
table.sort(allGraphs, function(a,b) return a.id < b.id end)
--dumpz(gr,1)
if graph and gr.showTab[0] then
@/lua/ge/extensions/gameplay/missions/unlocks.lua
dump(cond)
dumpz(league, 2)
end
@/lua/ge/extensions/flowgraph/pin.lua
end
--dumpz(self,2)
end
if im.MenuItem1("Depth " .. i) then
dumpz(self, i)
end
@/lua/ge/extensions/gameplay/rally/driveline/drivelineRoute.lua
-- log('D', logTag, "insertPoint:")
-- dumpz(insertPoint, 3)
local insertItem = stableIdIndex[insertPoint.metadata.stableId]
-- log('D', logTag, 'onRouteShortened')
-- dumpz(point, 2)
-- end
-- log('I', '', "last:")
-- dumpz(last, 2)
-- log('I', '', "cur:")
-- log('I', '', "cur:")
-- dumpz(cur, 2)
-- end
-- log('I', '', "newPoint:")
-- dumpz(newPoint, 2)
-- log('I', '', "newMetadata:")
-- log('I', '', "newMetadata:")
-- dumpz(newMetadata, 2)
-- end
@/lua/ge/extensions/career/modules/delivery/general.lua
--dump(string.format("%s -> %s", fac.name, name))
--dumpz(ap, 1)
table.insert(elements, elem)
@/lua/ge/extensions/gameplay/drift/saveLoad.lua
spotsById[spotId] = spotData
--dumpz(spotData)
end
@/lua/ge/extensions/flowgraph/nodes/scene/singleMarker.lua
end
--dumpz(self.pinIn.radius,2)
local clrIn = self.pinIn.color.value
@/lua/ge/extensions/flowgraph/manager.lua
if not empty then
--dumpz(node, 2)
node = self.stateGraph:createNode('states/stateNode')
local node = self.graph:createNode('states/stateNode')
--dumpz(node, 2)
node:setTargetGraph(graph)
self:autoGraphNodeOffset()
--dumpz(self.copyData,2)
--for _, gr in pairs(self.copyData.graphs) do
--for _, gr in pairs(self.copyData.graphs) do
-- dumpz(gr.nodes,1)
--end
log("I", logTag, "Successfully updated format.")
--dumpz(data.graphs, 2)
end
end
--[[dumpz(node, 2)
if node.nodeType == 'states/stateNode' and node.targetGraphId then
--dumpz(oldIdMap, 2)
end
table.insert(hookList, hooks)
--dumpz(hookList, 2)
-- put all the nodes in there (if not in there already)
@/lua/ge/extensions/gameplay/rally.lua
-- log('W', logTag, 'onRaceComplete')
-- dumpz(event, 2)
-- end
-- log('W', logTag, 'onRaceAborted')
-- dumpz(event, 2)
-- end