getID
Definition
-- @/=[C]:-1
function getID(...)
Callers
@/lua/ge/extensions/gameplay/drag/saveSystem.lua
if prefabId then
data.prefabs.christmasTree.prefabId = prefabId:getID()
end
if prefabId then
data.prefabs.displaySign.prefabId = prefabId:getID()
end
if prefabId then
data.prefabs.decorations.prefabId = prefabId:getID()
end
if prefabId then
data.prefabs.paths.prefabId = prefabId:getID()
end
@/lua/vehicle/controller/gauges/customModules/navigationData.lua
gaugeHTMLTexture = htmlTexture
obj:queueGameEngineLua(string.format('extensions.ui_uiNavi.requestVehicleDashboardMap(%q, "initMap", %d)', gaugeHTMLTexture.webViewTag, obj:getID()))
end
@/lua/ge/extensions/career/modules/delivery/general.lua
containerId = container.id,
location = {type = "vehicle", vehId = veh:getID(), containerId = container.id},
vehName = vehName,
@/lua/ge/extensions/flowgraph/nodes/vehicle/moveTo.lua
-- Vehicle is moved without repair, trigger flip upright hook
extensions.hook('onVehicleFlippedUpright', veh:getID())
end
@/lua/ge/extensions/flowgraph/nodes/ui/updatedUI/endScreenLapTimesPanel.lua
if veh and self.pinIn.race.value then
local state = self.pinIn.race.value.states[veh:getID()]
self.mgr.modules.ui:addLaptimesForVehicle(state)
@/lua/ge/extensions/freeroam/specialTriggers.lua
for _, o in ipairs(obj:getObjects()) do
setState(tonumber(o) or scenetree.findObject(o):getID(), state)
end
if scenetree.findObject(k) then
setGroupState(scenetree.findObject(k):getID(), state)
end
for _, o in ipairs(obj:getObjects()) do
local obj = scenetree.findObjectById(tonumber(o) or scenetree.findObject(o):getID())
if obj:getGroup():getName() == k and obj:getClassName() ~= 'SimGroup' then
for _, o in ipairs(obj:getObjects()) do
local obj = scenetree.findObjectById(tonumber(o) or scenetree.findObject(o):getID())
if obj:getGroup():getName() == k and obj:getClassName() == 'SimGroup' then
for _, veh in ipairs(getAllVehiclesByType()) do
local vehId = veh:getID()
if isVehicleValid(k, vehId) then
if delayRandomMax == 0 or data.maxIdx < 1 then
setGroupState(obj:getID(), v.active)
v.stack = v.stack - 1
for _, o1 in ipairs(innerObjects) do
local obj1 = scenetree.findObjectById(tonumber(o1) or scenetree.findObject(o1):getID())
if obj1 and obj1:getGroup():getName() == name and obj1:getClassName() == 'SimGroup' then
if o2 then
setState(tonumber(o2) or scenetree.findObject(o2):getID(), v.active)
end
if innerObjects[idx] then -- processes the next object
setState(tonumber(innerObjects[idx]) or scenetree.findObject(innerObjects[idx]):getID(), v.active)
end
else
setState(obj:getID(), v.active)
end
@/lua/ge/extensions/editor/crawlEditor/boundaries.lua
for i, vertex in ipairs(boundary.vertices) do
editor.addRoadNode(decalRoad:getID(), {
pos = vertex.pos,
@/lua/ge/extensions/core/vehicles.lua
local veh = spawn.spawnVehicle(modelName, opt.config, opt.pos, opt.rot, opt)
local vehId = veh:getID()
finalizeSpawn(opt, veh)
if other then
otherVehId = other:getID()
otherVehCollection = M.vehIdToVehCollection[otherVehId]
end
extensions.hook("onLicensePlateChanged", txt, veh:getID(), designPath, formats)
end
@/lua/ge/extensions/ui/console.lua
if v:getActive() then
table.insert(vehIds, v:getID())
comboCtxTxt = comboCtxTxt.."BeamNG - "..vehStrInfo(v)
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/vePropTransformer.lua
if not initVehData then
switchVehicle(vEditor.vehicle:getID())
end
@/lua/ge/extensions/editor/gen/test.lua
local m = obj:at(1)
local originalMesh = scenetree.findObjectById(m:getID())
lo('?? if_OBJ:'..tostring(inspect)..':'..tostring(m.obj)..':'..tostring(m:getID())..':'..tostring(originalMesh)) --..':'..tostring(nodes)) --..tostring(editor.getNodes(m)))
local originalMesh = scenetree.findObjectById(m:getID())
lo('?? if_OBJ:'..tostring(inspect)..':'..tostring(m.obj)..':'..tostring(m:getID())..':'..tostring(originalMesh)) --..':'..tostring(nodes)) --..tostring(editor.getNodes(m)))
-- print('?? to_SER:'..serialize(m.obj))
meshUp({m}, 'TMesh')
-- local lastMeshInfo = GPUMesh.bng_getGPUMesh(m:getID())
-- lo('?? if_LM:'..tostring(lastMeshInfo))
@/lua/ge/extensions/core/windowsConsole.lua
consoleAddAvailableContext(name)
playerVid = playerVehicle:getID()
nameVidMap[name] = playerVid
if v:getActive() then
local vid = v:getID()
if vid ~= playerVid then
consoleAddAvailableContext(name)
nameVidMap[name] = v:getID()
end
@/lua/ge/extensions/editor/api/dataBlock.lua
if copiedDataBlock then
editor.pasteFieldsToObject(editor.copyFields(copiedDataBlock:getID()), dataBlock)
end
dataBlock:setFileName(filename or defaultFilename)
return dataBlock:getID()
end
@/lua/ge/extensions/flowgraph/nodes/scene/idByName.lua
if ob then
self.objID = ob:getID()
end
@/lua/ge/extensions/editor/particleEditor.lua
editableEmitterNode:setEmitterDataBlock(currentEmitter)
oldEmitterFields = editor.copyFields(currentEmitter:getID())
end
currentParticle = particle
oldParticleFields = editor.copyFields(currentEmitter:getID())
end
emitter:setField("particles", "", emitter:getField("particles", "") .. "\t" .. newParticleName)
actionData.emitterID = emitter:getID()
particle = scenetree.findObjectById(actionData.particleID)
local function deleteParticle(particle)
editor.history:commitAction("DeleteParticle", {particleID = particle:getID(), emitterID = currentEmitter:getID()}, deleteParticleActionUndo, deleteParticleActionRedo)
end
local function deleteParticle(particle)
editor.history:commitAction("DeleteParticle", {particleID = particle:getID(), emitterID = currentEmitter:getID()}, deleteParticleActionUndo, deleteParticleActionRedo)
end
local function deleteEmitter(emitter)
editor.history:commitAction("DeleteParticleEmitter", {id = emitter:getID()}, deleteEmitterActionUndo, deleteEmitterActionRedo)
end
if not editor.selection.object or (editor.selection.object[1] ~= currentEmitter:getID()) then
editor.selectObjectById(currentEmitter:getID())
if not editor.selection.object or (editor.selection.object[1] ~= currentEmitter:getID()) then
editor.selectObjectById(currentEmitter:getID())
end
if lastFrameEmitterID ~= currentEmitter:getID() then
currentParticle = scenetree.findObject(string.match(currentEmitter:getField("particles", ""), '(%S+)'))
currentParticle = scenetree.findObject(string.match(currentEmitter:getField("particles", ""), '(%S+)'))
lastFrameEmitterID = currentEmitter:getID()
end
if currentParticle then
if not editor.selection.object or (editor.selection.object[1] ~= currentParticle:getID()) then
editor.selectObjectById(currentParticle:getID())
if not editor.selection.object or (editor.selection.object[1] ~= currentParticle:getID()) then
editor.selectObjectById(currentParticle:getID())
end
if im.Button("No") then
editor.pasteFields(oldEmitterFields, currentEmitter:getID())
selectEmitter(requestedEmitter)
if im.Button("No") then
editor.pasteFields(oldParticleFields, currentParticle:getID())
selectParticle(requestedParticle)
local selectedID = selectedIds[1]
if currentEmitter and currentEmitter:getID() == selectedID then
editor.setDataBlockDirty(currentEmitter)
updateDatablockList()
elseif currentParticle and currentParticle:getID() == selectedID then
editor.setDataBlockDirty(currentParticle)
@/lua/ge/extensions/editor/gen/exp_meshexplorer.lua
-- table.insert(res, veh)
-- scenetree.findObjectById(veh:getID()):delete()
end
-- local vehId = veh:getID()
-- dump(playerVehicle.vdata.nodes,'?? vehDATA:',nil,1)
local id = obj:getID()
obj = scenetree.findObjectById(id)
-- local box = om:getWorldBox()
-- amesh = {{id=om:getID(),body=om,data=am,dim=vec3(box.maxExtents.x-box.minExtents.x,box.maxExtents.y-box.minExtents.y)}}
end
if om then
cpreview = om:getID()
local amn = om:getMaterialNames()
-- im.Text('ICN')
im.Image(dimg[v].tex:getID(),
im.ImVec2(30, 30),
if dimg[md] then
im.Image(dimg[md].tex:getID(),
im.ImVec2(w, w),
@/lua/ge/extensions/career/modules/partShopping.lua
local additionalVehicleData = {spawnWithEngineRunning = false}
core_vehicle_manager.queueAdditionalVehicleData(additionalVehicleData, getCurrentVehicleObj():getID())
@/lua/ge/extensions/editor/objectTool.lua
if rayCastInfo and rayCastInfo.object then
hID = rayCastInfo.object:getID()
end
if prefab:getClassName() == "PrefabInstance" then
local prefabIsSelected = editor.isObjectSelected(prefab:getID())
if not prefabIsSelected then
local oldSelection = deepcopy(editor.selection.object)
editor.selectObjectById(hoveredObject:getID(), selectMode)
objectHistoryActions.selectObjectsWithUndo(editor.selection.object, oldSelection)
else
editor.postNameChangeSelectObjectId = hoveredObject:getID()
end
@/lua/ge/extensions/editor/inspector.lua
imgui.SetCursorPos(imageStartCursorPos)
imgui.Image(texture.tex:getID(), size, nil, nil, nil, editor.color.white.Value)
@/lua/ge/extensions/c2/panelPlugins/vehicleManager.lua
local vehId = veh:getID()
local isTraffic = false
for _, d in ipairs(vehicleData) do
if d.id == veh:getID() then alreadyAdded = true break end
end
@/lua/ge/extensions/editor/api/roadRiver.lua
end
roadSplines[road:getID()] = points
end
end
allRoads[road:getID()] = true
end
if roadInfo then
editor.pasteFields(roadInfo, road:getID(), false)
end
for index, node in ipairs(nodes) do
addRoadNode(road:getID(), {pos = node.pos, width = node.width, index = index-1})
end
end
return road:getID()
end
editor.pasteFields(fields, mesh:getID(), false)
for index, node in ipairs(nodes) do
addMeshNode(mesh:getID(), {pos = node.pos, width = node.width, depth = node.depth, normal = node.normal, index = index-1})
end
return mesh:getID()
end
@/lua/ge/extensions/flowgraph/nodes/vehicle/flipUpright.lua
spawn.safeTeleport(veh, veh:getPosition(), quatFromDir(veh:getDirectionVector()), nil, nil, nil, nil, false )
extensions.hook('onVehicleFlippedUpright', veh:getID())
end
@/lua/ge/extensions/editor/forestEditor.lua
for _, forestItemData in ipairs(var.forestItemData) do
local forestItemDataId = item:getData():getID()
if forestItemDataId == forestItemData.id then
for i, item in ipairs(editor.selection.forestItem) do
copyItemsArray[i] = {itemDataId = item:getData():getID(), transform = editor.matrixToTable(item:getTransform()), scale = item:getScale()}
end
@/lua/vehicle/controller/sbrGauges.lua
htmlTexture.call(gaugesScreenName, "setUnits", {unitType = unitType})
obj:queueGameEngineLua(string.format('extensions.ui_uiNavi.requestVehicleDashboardMap(%q, "initMap", %d)', gaugesScreenName, obj:getID()))
else
@/lua/ge/extensions/tech/capturePlayer.lua
local veh = scenetree.findObject(request.vid)
captureState.sensors[request.name].vid = veh:getID()
end
local veh = scenetree.findObject(request.vid)
captureState.sensors[request.name].vid = veh:getID()
end
local veh = scenetree.findObject(request.vid)
captureState.sensors[request.name].vid = veh:getID()
end
local veh = scenetree.findObject(response.vid)
captureState.lastVid = veh:getID()
end
@/lua/ge/extensions/editor/meshSpline/import.lua
for i = 1, #components do -- Count the number of missing TSStatic objects.
originalIds[components[i].obj:getID()] = true
end
for i = 1, #ordered do -- Count the number of extra TSStatic objects.
orderedIds[ordered[i].obj:getID()] = true
end
table.insert(tsStaticBackup, {
id = obj:getID(),
name = obj:getName(),
scale = obj.scale,
groupId = group and group:getID() or nil
})
obj:delete()
if group and Sim.upcast(group) and not cleanedGroups[group:getID()] then
local onlyTSStatics = true
end
cleanedGroups[group:getID()] = true
end
if pos:inPolygon(polygon) then
table.insert(meshesInPolygon, obj:getID())
end
@/lua/ge/extensions/editor/api/objectHistoryActions.lua
if child then
if child:getID() == obj:getId() and i < parentGroup:size() - 1 then
return parentGroup:at(i+1):getID()
if child:getID() == obj:getId() and i < parentGroup:size() - 1 then
return parentGroup:at(i+1):getID()
end
tbl.json = "[" .. parent:serializeForEditor(true, -1, "group") .. "]"
tbl.objectId = parent:getID()
tbl.children = {}
local childTbl = {
objectId = chd:getID(),
json = "[" .. chd:serializeForEditor(true, -1, "") .. "]",
@/lua/ge/extensions/gameplay/race/path.lua
nodeToId[cp:getID()] = pn.id
end
local seg = path.segments:create("Seg " .. i.."/"..(i+1))
seg:setFrom(nodeToId[order[i]:getID()])
seg:setTo(nodeToId[order[i+1]:getID()])
seg:setFrom(nodeToId[order[i]:getID()])
seg:setTo(nodeToId[order[i+1]:getID()])
end
@/lua/ge/extensions/editor/cameraBookmarks.lua
imgui.PushID4(i)
if imgui.Button("Go To") then editor.jumpToCameraBookmark(bookmark:getID()) end
imgui.SameLine()
imgui.SameLine()
if imgui.Button("Delete") then deleteId = bookmark:getID() end
imgui.SameLine()
@/lua/ge/extensions/editor/gen/ui.lua
if dicon and dicon[lbl] then
im.Image(dicon[lbl].tex:getID(),
dim,
if dicon and dicon[lbl] then
im.Image(dicon[lbl].tex:getID(),
dim,
if dicon and dicon[lbl] then
im.Image(dicon[lbl].tex:getID(),
dim,
if dicon and dicon[lbl] then
im.Image(dicon[lbl].tex:getID(),
dim,
@/lua/ge/extensions/editor/vehicleBridgeTest.lua
if im.Selectable1(vname.."##"..i) then
vehId = scenetree.findObject(vname):getID()
end
@/lua/ge/extensions/editor/createObjectTool.lua
currentParent:addObject(lastInstance)
editor.selectObjectById(lastInstance:getID())
end
if currentClassInstance then
editor.selectObjectById(currentClassInstance:getID())
currentClassInstance:disableCollision()
local transform = copyMat(lastInstance:getTransform())
local fields = {classname = currentCreateObjectItem.classname, name = lastInstance:getName(), parent = currentParent, objectID = lastInstance:getID(), transform = transform}
local onBuildFuncFields = {}
end
editor.selectObjectById(currentClassInstance:getID())
-- do not repeat instance creation with mouse click in the scene, if this is not a
editor.history:commitAction("CreateObject", {parent = currentParent, classname = item.classname, name = currentClassInstance:getName(), objectID = currentClassInstance:getID()}, createObjectUndo, createObjectRedo, true)
objectIdToSelect = currentClassInstance:getID()
currentClassInstance = nil
end
editor.selectObjectById(grp:getID())
end
editor.selectObjectById(grp:getID())
return true
if lastInstance ~= nil then
editor.selectObjectById(lastInstance:getID())
end
@/lua/ge/server/commands.lua
if core_intapi then
core_intapi.debug_setClusterPosRelRot(player, playerVehicle:getID(), playerVehicle:getRefNodeId(), pos.x, pos.y, pos.z, diffRot.x, diffRot.y, diffRot.z, diffRot.w)
else
@/lua/ge/extensions/editor/gen/lib/ui.lua
im.SetCursorPosX(im.GetCursorPosX() + dim.x*(1-scale.x)/2)
im.Image(dicon[src].tex:getID(),
im.ImVec2(dim.x*scale.x,dim.y*scale.y),
@/lua/ge/extensions/editor/assemblySpline/import.lua
table.insert(backup, {
id = obj:getID(),
name = obj:getName(),
scale = obj.scale,
groupId = group and group:getID() or nil
})
local group = obj:getGroup()
if group and Sim.upcast(group) and not cleanedGroups[group:getID()] then
local onlyTSStatics = true
end
cleanedGroups[group:getID()] = true
end
if pos:inPolygon(polygon) then
table.insert(meshesInPolygon, obj:getID())
end
@/lua/ge/extensions/gameplay/rally/tools/loopToolbox.lua
table.insert(self.signboards, {
id = obj:getID(),
pos = objPos,
if self.drawVehBB[0] then
RallyUtil.drawVehBB(getPlayerVehicle(0):getID())
end
if self.drawLeadingPoint[0] then
RallyUtil.drawVehLeadingPoint(getPlayerVehicle(0):getID())
end
@/lua/vehicle/extensions/tech/platooning.lua
local vehID = obj:getID()
local playerPosToFront = vehFront - pos
@/lua/ge/extensions/gameplay/crawl/crawlFlowgraphBridge.lua
bridgeState.activeCrawlerId = veh:getID()
bridgeState.isActive = true
@/lua/ge/server/server.lua
--Make the MissionCleanup group the place where all new objects will automatically be added.
TorqueScriptLua.setVar("$instantGroup", misCleanup:getID())
@/lua/ge/extensions/editor/gen/mesh.lua
-- om:registerObject('tmp')
local id = om:getID()
-- lo('?? meshUp_if_ID:'..cid..':'..tostring(id)..':'..tostring(otmp))
road:registerObject("mesh_obj")
roadID = road:getID()
lo('?? createMesh_id:'..tostring(roadID))
@/lua/ge/extensions/core/input/actions.lua
-- add actions from vehicle jbeam files (interaction support)
local vd = extensions.core_vehicle_manager.getVehicleData(vehicle:getID())
for uniqueActionName,action in pairs(actionsToUniqueActions(vd and vd.vdata and vd.vdata.inputActions or {}, vehicleName)) do
@/lua/ge/extensions/career/modules/inspectVehicle.lua
vehObj = spawnVehicle(vehicleInfo.shopId)
testDriveVehInfo = {shopId = vehicleInfo.shopId, vehId = vehObj:getID(), name = vehicleInfo.Brand .. " " .. vehicleInfo.Name, value = vehicleInfo.Value}
--career_modules_testDrive.resetData()
local parkingSpots = freeroam_facilities.getParkingSpotsForFacility(dealership)
parkingSpot = gameplay_sites_sitesManager.getBestParkingSpotForVehicleFromList(vehToInspect:getID(), parkingSpots)
-- Move the vehicle to the parking spot
parkingSpot:moveResetVehicleTo(vehToInspect:getID(), nil, nil, nil, nil, true)
@/lua/ge/extensions/editor/gen/terrain.lua
if to then
print('?? to_DEL:'..tostring(to)..':'..tostring(tonumber(to))..':'..to:getID())
to:delete()
@/lua/ge/extensions/gameplay/rally/vehicleTracker.lua
-- return getPlayerVehicleID(0)
return self:getVehicle():getID()
end
@/lua/ge/extensions/editor/gen/decal.lua
lo('??__________ for_CHECK2:'..adec[#adec].ind)
--icheck = rd:getID() -- #adec --
-- icheck = adec[#adec].ind
if k>#anode then
editor.addRoadNode(rd.body:getID(), {
pos = apos[k],
for k=#anode-#apos,1,-1 do
editor.deleteRoadNode(rd.body:getID(),#apos + k-1)
end
dline[cpick..'_middle'] = rd
rd.name = 'line_'..cpick..'_'..rd:getID() --:registerObject('road'..'_'..'13213111')
lo('<< middleUp____:'..tostring(dline[cpick..'_middle'].name)..':'..tostring(rd.obj))
dline[cpick..'_left'] = rd
rd.name = 'line_'..cpick..'_'..rd:getID()
groupLines:add(rd.obj)
dline[cpick..'_right'] = rd
rd.name = 'line_'..cpick..'_'..rd:getID()
groupLines:add(rd.obj)
if o then
cpick = o:getID()
end
for _,d in pairs(jdesc.list) do
editor.deleteRoad(d.body:getID())
end
for _,d in pairs(jdesc.aexit) do
editor.deleteRoad(d.body:getID())
end
for _,d in pairs(jdesc.aline) do
editor.deleteRoad(d.body:getID())
end
out.acyan = nil
-- lo('?? decalPlot.added:'..#adec..':'..rd.ind..':'..obj:getID()..':'..rd.id)
-- decalsLoad()
@/lua/ge/extensions/core/multiSpawn.lua
for _, v in ipairs(getAllVehiclesByType()) do
if not (ignorePlayer and v:getID() == be:getPlayerVehicleID(0)) then
table.insert(vehIds, v:getID())
if not (ignorePlayer and v:getID() == be:getPlayerVehicleID(0)) then
table.insert(vehIds, v:getID())
end
@/lua/ge/extensions/editor/roadSpline/import.lua
backupDecalRoads[i] = {
id = road:getID(),
name = road:getName(),
name = road:getName(),
groupId = group and group:getID() or nil,
fields = {
for j, node in ipairs(entry.nodes) do
editor.addRoadNode(obj:getID(), { pos = node.pos, width = node.width or 10, index = j - 1 })
end
table.insert(layers, {
name = 'Imported ' .. tostring(#layers + 1) .. ' ' .. road:getID(),
id = Engine.generateUUID(),
road:delete()
if group and Sim.upcast(group) and not cleanedGroups[group:getID()] then
local onlyDecalRoads = true
end
cleanedGroups[group:getID()] = true
end
@/lua/ge/extensions/util/autoAnnotation.lua
local name = node:getName()
local id = node:getID()
local str = tostring(className) .. ': ' ..tostring(name) .. '(' .. tostring(id) .. ')'
@/lua/ge/extensions/career/modules/inventory.lua
assignInventoryIdToVehId(inventoryId, vehObj:getID())
local numberOfBrokenParts = career_modules_valueCalculator.getNumberOfBrokenParts(vehInfo.partConditions)
if location.option == "garage" then
location.vehId = veh:getID()
vehiclesToTeleportToGarage[inventoryId] = location
@/lua/ge/extensions/gameplay/forceField.lua
local veh = be:getObject(i)
if veh:getId() ~= vehicle:getID() then
veh:queueLuaCommand(command)
@/gameplay/missionTypes/aiRace/customNodes/multiVehicleLuaNode.lua
if not self.data.ignorePlayerVehicle or not veh:isPlayerControlled() then
table.insert(vehIds, veh:getID())
end
@/lua/ge/extensions/career/modules/vehiclePerformance.lua
end)
vehId = vehObj:getID()
spawnStarted = true
spawnStarted = true
vehId = vehObj:getID()
end
@/lua/ge/extensions/editor/roadUtils.lua
for i=0, decoGroup:size()-1 do
local decoObjectID = decoGroup:at(i):getID()
local decoObject = scenetree.findObjectById(decoObjectID)
for index, decorationSettings in ipairs(template.decorations) do
local decoID = roadDecorations.decorateProps(road:getID(), decorationSettings.shapeName, tonumber(decorationSettings.distance),
tonumber(decorationSettings.period), quatFromEuler(0,0,(tonumber(decorationSettings.rotation)/360) * 2*math.pi),
local function getRoadWidth(road, metres)
local spline = editor.getAllSplines()[road:getID()]
local posData = roadDecorations.findOffsetPoint(spline, metres, 0, false)
-- Create the array of points
local points = editor.getAllSplines()[road:getID()]
local middlePoints = editor.getAllSplines()[road:getID()]
if index == 1 then
editor.pasteFields(childRoadSettings, road:getID())
else
end
editor.setDynamicFieldValue(road:getID(), "childRoads", childIDsString, false)
end
@/lua/ge/extensions/flowgraph/nodes/scene/raceLineParking.lua
local wheels = {}
local forward = map.objects[vehicle:getID()].dirVec
forward = vec3(forward.x, forward.y, forward.z)
@/gameplay/missionTypes/crawl/customNodes/getDynamicObjectsFromPrefabNode.lua
local child = prefab:at(i)
local id = child:getID()
local dF = child:getDynamicFields()
@/lua/ge/extensions/flowgraph/nodes/scene/spawnPrefab.lua
scenetreeObject.canSave = false
table.insert(self.objects, scenetreeObject:getID())
if scenetree.MissionGroup then
end
self.pinOut.id.value = scenetreeObject:getID()
--scenetreeObject:setName(name)
--scenetreeObject:setName(name)
self.mgr.modules.prefab:addPrefab(scenetreeObject:getID())
else
@/lua/ge/extensions/editor/dynamicDecals/docs.lua
im.Image(
img.tex:getID(),
im.ImVec2(sizeX, sizeY),
@/lua/ge/extensions/editor/terrainEditor.lua
if terrainBlockMtl then
paintMaterialIndices[terrainBlockMtl:getID()] = k
end
for k, mtlProxy in ipairs(paintMaterialProxies) do
if paintMaterialIndices[mtlProxy.material:getID()] ~= nil then
mtlProxy.inTerrainBlock = true
mtlProxy.inTerrainBlock = true
mtlProxy.index = paintMaterialIndices[mtlProxy.material:getID()]
count = count + 1
for _, name in ipairs(scenetree.findClassObjects("TerrainBlock")) do
terrainBlockProxies[name] = {selected = false, id = scenetree.findObject(name):getID()}
end
setTerrainDirty()
terrainBlockId = terrBlock:getID() --fix issue when map doesn't have terrain before
updateEditorTerrainBlocks()
if texObj and texObj.tex then
im.Image(texObj.tex:getID(), im.ImVec2(previewPx, previewPx), nil, nil, nil, editor.color.white.Value)
drewPreview = true
@/gameplay/missions/west_coast_usa/chase/001-Goliath/script.lua
trailer = v
trailerId = v:getID()
break
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/veAeroDebug.lua
-- Check if aerodata exists and if aero data is meant for current vehicle
if vEditor.aeroData and vEditor.vehicle:getID() == vEditor.aeroData.vehID and vEditor.aeroData.wheelNameStrings and vEditor.aeroData.totalAeroForce then
if not init then
@/lua/ge/extensions/gameplay/missions/missionManager.lua
startingInfo.vehRot = quatFromDir(vec3(veh:getDirectionVector()), vec3(veh:getDirectionVectorUp()))
startingInfo.vehId = veh:getID()
startingInfo.startedFromVehicle = true
if not setup then return end
log("I","Setting diffs for vehicle ".. veh:getID().."...")
if setup.toggleDifferentials then
if step.veh and step.veh:isReady() then
vehicleSetup.vehId = step.veh:getID()
local idx = vehicleSetup._selectionIdx
@/lua/ge/extensions/gameplay/crawl/utils.lua
local child = prefab:at(i)
local id = child:getID()
local dF = child:getDynamicFields()
end
local prefabId = scenetreeObject:getID()
table.insert(spawnedPrefabIds, prefabId)
local cD = {
id = veh:getID(),
isPlayable = true,
@/lua/ge/extensions/editor/gen/world.lua
lo('?? ifTB:'.._..':'..name) --tostring(scenetree.findClassObjects("TerrainBlock")))
terrainBlockProxies[name] = {selected = false, id = scenetree.findObject(name):getID()}
end
om:registerObject('tmp_'..tostring(os.clock()))
local id = om:getID()
om:setName('o_'..nm..'_'..id)
obj:registerObject('dae_'..fid)
local oid = obj:getID()
if not obj then return end
local idstat = obj:getID()
lo('?? forJSON:'..tostring(obj.shapeName)..' STAT:'..idstat..':'..tostring(cedit.mesh))
local nm = rayCast.object.name
local id = rayCast.object:getID()
if editor.keyModifiers.ctrl then return end
cedit.forest = nil
local id = scenetree.findObject(nm):getID() --rayCast.object:getID()
lo('?? for_o_:'..id..':'..tostring(scope)..':'..tostring(cedit.mesh)..':'..rayCast.object.name)
cedit.forest = nil
local id = scenetree.findObject(nm):getID() --rayCast.object:getID()
lo('?? for_o_:'..id..':'..tostring(scope)..':'..tostring(cedit.mesh)..':'..rayCast.object.name)
else
-- local id,inrc = rayCast.object:getID()
U.dump(cij,'?? hit_id:'..tostring(id)..':'..tostring(scope)..':'..tostring(rayCast.object.name)..'/'..nm)
if id == nil and rayCast.object.name ~= 'theTerrain' then
id = rayCast.object:getID()
if string.find(rayCast.object.name, 'o_wall_') == 1 then
-- MATERIAL
matMove(ds) --, rayCast.object:getID())
elseif cedit.mesh ~= nil and cij then
-- if nm == forestName and scope == 'top'
local id = scenetree.findObject(nm):getID()
lo('?? for_ID:'..tostring(id)..'/'..tostring(cedit.mesh))
-- select face
local id = rayCast.object:getID()
cmesh = id
local desc = adesc[cedit.mesh]
U.dump(cij, '?? wall_sel_append:'..rayCast.object:getID()..':'..rayCast.object.name..':'..tostring(desc.selection))
if not desc.selection then desc.selection = {} end
end, cij)
local ij = partOn(rayCast.object:getID())
forBuilding(desc, function(w, ij)
end
local ij = U.stamp(partOn(rayCast.object:getID()),true)
if #U.index(desc.selection, ij) == 0 then
--?? if cedit.mesh == nil or indrag then return end
local id = rayCast.object:getID()
local nm = rayCast.object.name
-- on-the-fly object id
local id = rayCast.object:getID()
@/lua/ge/extensions/editor/roadDecorations.lua
end
return group:getID()
end
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/veNodeTriSelfCollisionDetector.lua
local resultData = vehsResultData[vEditor.vehicle:getID()]
vehsResultData[veh:getID()] = resultData
end
@/lua/vehicle/sounds.lua
local function updateCabinFilter()
obj:queueGameEngineLua(string.format("core_sounds.setCabinFilterStrength(%d, %f)", obj:getID(), clamp(cabinFilterCoef, 0, 1)))
-- print(string.format("%d: Setting Cabin Filter -> %f", objectId, clamp(cabinFilterCoef, 0, 1)))
@/lua/ge/extensions/editor/buildingEditor.lua
rdm:registerObject(nm)
local id = rdm:getID()
rdm:unregisterObject()
-- mesh
local rdinfo = {id = edec:getID(), hmap = hmap, apin = apin}
Net.decal2mesh(rdinfo, 'exit') --, true)
--- mesh
local rdinfo = {id = edec:getID(), hmap = hmap, apin = apin,
meshid = nil, fr = brout, to = brin, av = {}, w = wExit
local rdinfo = {id = edec:getID(), meshid = nil,
hmap = hmap, apin = apin, fr = {exout.rd, exout.ci}, to = {exin.rd, exin.ci}, av = {}, w = wExit}
Net.exitBranch = function(robj)
local idobj = robj:getID()
lo('>> exitBranch:'..idobj)
U.dump(apin, '?? PREMESH_apin:')
local rdinfo = {id = dec:getID(), meshid = nil,
hmap = hmap, apin = apin}
rdm:registerObject(nm)
local id = rdm:getID()
rdm:unregisterObject()
rdm:registerObject(nm)
local id = rdm:getID()
rdm:unregisterObject()
rdm:registerObject(nm)
local id = rdm:getID()
rdm:unregisterObject()
rdm2:registerObject(nm)
id = rdm2:getID()
rdm2:unregisterObject()
cmouse = rayCast.pos
cobj = rayCast.object:getID()
-- identify circle
if icirc ~= nil then
lo('?? region:'..icirc..':'..rd:getID())
Net.junctionUp(icirc)
@/lua/ge/extensions/editor/biomeTool.lua
local texture = editor.getTempTextureObj(getTerrLayerMask(layerID))
imgui.Image(texture.tex:getID(), imgui.ImVec2(200, 200), nil, nil, nil, editor.color.white.Value)
if getTerrLayerMask(layerID) == "" then
@/lua/ge/extensions/editor/assetDeduplicator.lua
end
im.Image(imgL.tex:getID(), im.ImVec2(sizex, sizey), nil, nil, nil, editor.color.white.Value)
else
end
im.Image(imgR.tex:getID(), im.ImVec2(sizex, sizey), nil, nil, nil, editor.color.white.Value)
else
@/lua/ge/extensions/editor/roadTemplateEditor.lua
decoCounter = decoCounter + 1
local decoID = decoObject:getID()
for _, field in ipairs(selectedDeco:getDynamicFields()) do
editor.setDynamicFieldValue(cloneID, field, editor.getFieldValue(selectedDeco:getID(), field))
end
@/lua/ge/extensions/core/vehicle/partmgmt.lua
if not vehObj then return end
local vehID = vehObj:getID()
end
local playerVehicleId = playerVehicle:getID()
local collectionTree = core_vehicles.generateAttachedVehiclesTree(playerVehicleId)
@/lua/ge/ge_utils.lua
if not name then
name = ("vehicle_by_Id_"..vehicle:getID())
log("W", "", "Vehicle does not have name, using id as string instead: "..dumps(vid) .." -> " .. dumps(name))
@/lua/ge/extensions/editor/vehicleEditor/veToolbar.lua
for k, veh in ipairs(currVehs) do
local name = veh:getJBeamFilename() .. " (" .. veh:getID() .. ")"
if im.MenuItem1(name) then
@/lua/ge/extensions/tech/techCore.lua
log('I', logTag, 'Vehicle spawned: ' .. tostring(vID))
if obj ~= nil and obj:getID() == vID then
local resp = {type = 'VehicleSpawned', name = spawnPending, success = true}
if veh ~= nil and options.licenseText ~= nil then
core_vehicles.setPlateText(options.licenseText, veh:getID()) -- BUG: licenseText not respected in spawnNewVehicle
end
local road = scenetree.findObject(roadName)
local roadID = road:getID()
local roadData = {}
local road = scenetree.findObject(roadName)
local roadID = road:getID()
local roadData = {}
if request['vid'] ~= 0 then
vid = scenetree.findObject(request['vid']):getID();
end
if request['vid'] ~= 0 then
vid = scenetree.findObject(request['vid']):getID();
end
if request['vid'] ~= 0 then
vid = scenetree.findObject(request['vid']):getID();
end
if request['vid'] ~= 0 then
vid = scenetree.findObject(request['vid']):getID();
end
local name = request['name']
local vid = scenetree.findObject(request['vid']):getID()
local name = request['name']
local vid = scenetree.findObject(request['vid']):getID()
local name = request['name']
local vid = scenetree.findObject(request['vid']):getID()
local name = request['name']
local vid = scenetree.findObject(request['vid']):getID()
local name = request['name']
local vid = scenetree.findObject(request['vid']):getID()
local name = request['name']
local vid = scenetree.findObject(request['vid']):getID()
local name = request['name']
local vid = scenetree.findObject(request['vid']):getID()
M.handleIsTimeEvolutionComplete = function(request)
local vid = scenetree.findObject(request['vid']):getID()
local data = extensions.tech_sensors.isTimeEvolutionComplete(vid)
local vehicle = scenetree.findObject(request['vid'])
tech_partAnnotations.annotateParts(vehicle:getID())
request:sendACK('PartsAnnotated')
local vehicle = scenetree.findObject(request['vid'])
tech_partAnnotations.revertAnnotations(vehicle:getID())
request:sendACK('AnnotationsReverted')
local vehicle = scenetree.findObject(request['vid'])
local colors = tech_partAnnotations.getPartAnnotations(vehicle:getID())
local converted = {}
local obj = {type=clazz, id=object:getID(), name=object:getName()}
table.insert(ids, veh:getID())
end
local vid = getPlayerVehicle(0):getID()
local pos = request['pos']
local vehicle = getPlayerVehicle(0)
local id = vehicle:getID()
local vid = vehicle:getName()
local playerVeh = getPlayerVehicle(0)
local currentId = playerVeh and playerVeh:getID() or nil
be:enterVehicle(0, veh)
node.name = obj:getName()
node.id = obj:getID()
if obj.getObject ~= nil and obj.getCount ~= nil then
local ret = {
id = obj:getID(),
name = obj:getName(),
if cur ~= nil then
cur = cur:getID()
end
local veh = scenetree.findObject(vid)
local cur = getPlayerVehicle(0):getID()
be:enterVehicle(0, veh)
if cur ~= nil then
cur = cur:getID()
end
local veh = scenetree.findObject(vid)
local id = veh:getID()
core_camera.setVehicleCameraByNameWithId(id, mode, nil, customData)
-- Serialize & deserialize to get rid of data MessagePack can't serialize
local cameraData = deserialize(serialize(core_camera.getCameraDataById(veh:getID())))
cameraData['unicycle'] = nil
end
core_vehicles.setPlateText(request['text'], veh:getID())
request:sendACK('SetLicensePlate')
if v:getName() == request.leaderID then
leader = v:getID()
print("leader: "..leader)
elseif v:getName() == request.follower1ID then
follower1 = v:getID()
print("follower 1: "..follower1)
elseif v:getName() == request.follower2ID then
follower2 = v:getID()
print("follower2: "..follower2)
elseif v:getName() == request.follower3ID then
follower3 = v:getID()
print("follower3: "..follower3)
print("name: "..v:getName())
print("ID: "..v:getID())
end
if v:getName() == request.leaderID then
leader = v:getID()
print("leader: "..leader)
print("name: "..v:getName())
print("ID: "..v:getID())
end
if v:getName() == request.leaderID then
leader = v:getID()
elseif v:getName() == request.vid then
elseif v:getName() == request.vid then
follower = v:getID()
end
print("name: "..v:getName())
print("ID: "..v:getID())
end
if v:getName() == request.leaderID then
leader = v:getID()
elseif v:getName() == request.vPid then
elseif v:getName() == request.vPid then
relay = v:getID()
elseif v:getName() == request.vid then
elseif v:getName() == request.vid then
follower = v:getID()
end
print("name: "..v:getName())
print("ID: "..v:getID())
end
if v:getName() == request.leaderID then
leader = v:getID()
elseif v:getName() == request.vid then
elseif v:getName() == request.vid then
follower = v:getID()
end
print("name: "..v:getName())
print("ID: "..v:getID())
end
if request['vid'] ~= 0 then
vid = scenetree.findObject(request['vid']):getID();
end
@/lua/ge/extensions/flowgraph/nodes/vehicle/alignForCoupling.lua
end
local v1Off = self.mgr.modules.vehicle:getVehicle(v1:getID()).couplerOffset[1]
local v2Off = self.mgr.modules.vehicle:getVehicle(v2:getID()).couplerOffset[1]
local v1Off = self.mgr.modules.vehicle:getVehicle(v1:getID()).couplerOffset[1]
local v2Off = self.mgr.modules.vehicle:getVehicle(v2:getID()).couplerOffset[1]
--dump(self.mgr.modules.vehicle:getVehicle(v1:getID()))
local v2Off = self.mgr.modules.vehicle:getVehicle(v2:getID()).couplerOffset[1]
--dump(self.mgr.modules.vehicle:getVehicle(v1:getID()))
--dump(self.mgr.modules.vehicle:getVehicle(v2:getID()))
--dump(self.mgr.modules.vehicle:getVehicle(v1:getID()))
--dump(self.mgr.modules.vehicle:getVehicle(v2:getID()))
if not v1Off or not v2Off then
@/lua/ge/extensions/gameplay/markerInteraction.lua
local vehId = veh:getID()
updateData.bbCenter = updateData.bbCenter or vec3()
if veh then
playerVelLast:set(be:getObjectVelocityXYZ(veh:getID()))
end
@/lua/ge/extensions/core/quickAccess.lua
spawn.safeTeleport(playerVeh, playerVeh:getPosition(), quatFromDir(playerVeh:getDirectionVector()), nil, nil, nil, nil, false )
extensions.hook('onVehicleFlippedUpright', playerVeh:getID())
return {'hide'}
if not playerVeh then return end
local playerVehId = playerVeh:getID()
local affectedVehicleCount = 0
if veh:getPosition():distance(playerVeh:getPosition()) > 50 then goto continue end
if veh:getID() == playerVehId then goto continue end
local aiPath = getAiPath(rp.path, i)
if not playerVeh then return end
local playerVehId = playerVeh:getID()
local affectedVehicleCount = 0
if veh:getPosition():distance(playerVeh:getPosition()) > 50 then goto continue end
if veh:getID() == playerVehId then goto continue end
local aiPath = getAiPath(rp.path, i)
@/lua/ge/extensions/editor/api/gui.lua
if not res.tex then return nil end
res.texId = res.tex:getID()
res.size = res.tex:getSize()
@/lua/ge/extensions/editor/terrainAndRoadImporter.lua
folder:addObject(dRoad)
local decalId = dRoad:getID()
for i = 1, #nodes do
@/lua/ge/extensions/tech/sensors.lua
local requestId = getUniqueRequestId()
local vehicleId = scenetree.findObject(vid):getID();
be:queueObjectLua(vehicleId, "extensions.tech_advancedIMU.adHocRequest(" .. sensorId .. ", " .. requestId .. ")")
local requestId = getUniqueRequestId()
local vehicleId = scenetree.findObject(vid):getID();
be:queueObjectLua(vehicleId, "extensions.tech_GPS.adHocRequest(" .. sensorId .. ", " .. requestId .. ")")
local requestId = getUniqueRequestId()
local vehicleId = scenetree.findObject(vid):getID();
be:queueObjectLua(vehicleId, "extensions.tech_powertrainSensor.adHocRequest(" .. sensorId .. ", " .. requestId .. ")")
local requestId = getUniqueRequestId()
local vehicleId = scenetree.findObject(vid):getID();
be:queueObjectLua(vehicleId, "extensions.tech_idealRADARSensor.adHocRequest(" .. sensorId .. ", " .. requestId .. ")")
local requestId = getUniqueRequestId()
local vehicleId = scenetree.findObject(vid):getID();
be:queueObjectLua(vehicleId, "extensions.tech_roadsSensor.adHocRequest(" .. sensorId .. ", " .. requestId .. ")")
local requestId = getUniqueRequestId()
local vehicleId = scenetree.findObject(vid):getID();
be:queueObjectLua(vehicleId, "extensions.tech_meshSensor.adHocRequest(" .. sensorId .. ", " .. requestId .. ")")
local function getBeamData(vid)
local vehicleId = scenetree.findObject(vid):getID();
local d = Research.SensorMatrixManager.getBeamData(vehicleId)
local function getFullTriangleData(vid)
local vehicleId = scenetree.findObject(vid):getID();
local d = Research.SensorMatrixManager.getFullTriangleData(vehicleId)
local function getWheelTriangleData(vid, wheelIndex)
local vehicleId = scenetree.findObject(vid):getID();
local d = Research.SensorMatrixManager.getWheelTriangleData(vehicleId, wheelIndex)
local function getNodePositions(vid, nodeId)
local vehicleId = scenetree.findObject(vid):getID();
return Research.SensorMatrixManager.getNodePositions(vehicleId)
local function getClosestMeshPointToGivenPoint(vid, point)
local vehicleId = scenetree.findObject(vid):getID();
return Research.SensorMatrixManager.getClosestMeshPointToGivenPoint(vehicleId, point)
local function getClosestTriangle(vid, point, includeWheelNodes)
local vehicleId = scenetree.findObject(vid):getID();
return Research.SensorMatrixManager.getClosestTriangle(vehicleId, point, includeWheelNodes)
local function removeAdvancedIMU(vid, sensorId)
local vehicleId = scenetree.findObject(vid):getID()
be:queueObjectLua(vehicleId, "extensions.tech_advancedIMU.remove(" .. sensorId .. ")")
local function setAdvancedIMUUpdateTime(sensorId, vid, updateTime)
local vehicleId = scenetree.findObject(vid):getID();
be:queueObjectLua(vehicleId, "extensions.tech_advancedIMU.setUpdateTime(" .. sensorId .. ", " .. updateTime .. ")")
local serialisedData = string.format("extensions.tech_advancedIMU.setIsUsingGravity(%q)", lpack.encode(data))
be:queueObjectLua(scenetree.findObject(vid):getID(), serialisedData)
end
local serialisedData = string.format("extensions.tech_advancedIMU.setIsVisualised(%q)", lpack.encode(data))
be:queueObjectLua(scenetree.findObject(vid):getID(), serialisedData)
end
local function removeGPS(vid, sensorId)
local vehicleId = scenetree.findObject(vid):getID()
be:queueObjectLua(vehicleId, "extensions.tech_GPS.remove(" .. sensorId .. ")")
local function setGPSUpdateTime(sensorId, vid, updateTime)
local vehicleId = scenetree.findObject(vid):getID();
be:queueObjectLua(vehicleId, "extensions.tech_GPS.setUpdateTime(" .. sensorId .. ", " .. updateTime .. ")")
local serialisedData = string.format("extensions.tech_GPS.setIsVisualised(%q)", lpack.encode(data))
be:queueObjectLua(scenetree.findObject(vid):getID(), serialisedData)
end
local function removePowertrainSensor(vid, sensorId)
local vehicleId = scenetree.findObject(vid):getID()
be:queueObjectLua(vehicleId, "extensions.tech_powertrainSensor.remove(" .. sensorId .. ")")
local function setPowertrainUpdateTime(sensorId, vid, updateTime)
local vehicleId = scenetree.findObject(vid):getID();
be:queueObjectLua(vehicleId, "extensions.tech_powertrainSensor.setUpdateTime(" .. sensorId .. ", " .. updateTime .. ")")
local function removeIdealRADARSensor(vid, sensorId)
local vehicleId = scenetree.findObject(vid):getID()
be:queueObjectLua(vehicleId, "extensions.tech_idealRADARSensor.remove(" .. sensorId .. ")")
local function setIdealRADARUpdateTime(sensorId, vid, updateTime)
local vehicleId = scenetree.findObject(vid):getID();
be:queueObjectLua(vehicleId, "extensions.tech_idealRADARSensor.setUpdateTime(" .. sensorId .. ", " .. updateTime .. ")")
local function removeRoadsSensor(vid, sensorId)
local vehicleId = scenetree.findObject(vid):getID()
be:queueObjectLua(vehicleId, "extensions.tech_roadsSensor.remove(" .. sensorId .. ")")
local function setRoadsSensorUpdateTime(sensorId, vid, updateTime)
local vehicleId = scenetree.findObject(vid):getID();
be:queueObjectLua(vehicleId, "extensions.tech_roadsSensor.setUpdateTime(" .. sensorId .. ", " .. updateTime .. ")")
local function removeMeshSensor(vid, sensorId)
local vehicleId = scenetree.findObject(vid):getID()
be:queueObjectLua(vehicleId, "extensions.tech_mesh.remove(" .. sensorId .. ")")
local function setMeshUpdateTime(sensorId, vid, updateTime)
local vehicleId = scenetree.findObject(vid):getID();
be:queueObjectLua(vehicleId, "extensions.tech_mesh.setUpdateTime(" .. sensorId .. ", " .. updateTime .. ")")
local function removeValidation(vid, sensorId)
local vehicleId = scenetree.findObject(vid):getID()
be:queueObjectLua(vehicleId, "extensions.tech_validation.remove(" .. sensorId .. ")")
local function removeTyreBarrierTest(vid, sensorId)
local vehicleId = scenetree.findObject(vid):getID()
be:queueObjectLua(vehicleId, "extensions.tech_tyreBarrier.remove(" .. sensorId .. ")")
@/lua/ge/extensions/util/trackBuilder/splineTrack.lua
--dump(scenetree.findObject("thePlayer"))
--dump(scenetree.findObject("thePlayer"):getID())
--dump(getObjectByID(scenetree.findObject("thePlayer"):getID()))
--dump(scenetree.findObject("thePlayer"):getID())
--dump(getObjectByID(scenetree.findObject("thePlayer"):getID()))
local id = scenetree.findObject("thePlayer"):getID()
--dump(getObjectByID(scenetree.findObject("thePlayer"):getID()))
local id = scenetree.findObject("thePlayer"):getID()
vehicleSetPositionRotation(id, pos.x, pos.y, pos.z, rot.x, rot.y, rot.z, rot.w)
@/lua/ge/extensions/ui/uiNavi.lua
-- if no vehicle is being driven, then fallback to camera position/rotation
controlId = cameraHandler:getID()
local sobj = scenetree[controlId]
@/lua/vehicle/controller/beamNavigator.lua
htmlTexture.create(screenMaterialName, htmlFilePath, textureWidth, textureHeight, textureFPS, "automatic")
obj:queueGameEngineLua(string.format("extensions.ui_uinavi.requestVehicleDashboardMap(%q, nil, %d)", screenMaterialName, obj:getID()))
if jbeamData.bootscreenImage then
@/lua/ge/extensions/editor/materialEditor.lua
else
editor.selectObjectById(rayCastInfo.object:getID())
pickMaterialsFromObjectName = rayCastInfo.object:getGeneratedDisplayName()
@/lua/ge/extensions/flowgraph/nodes/debug/cameraMouseRayCast.lua
self.pinOut.normal.value = {hit.normal.x,hit.normal.y,hit.normal.z}
self.pinOut.objID.value = hit.object and hit.object:getID() or nil
self.pinOut.objName.value = hit.object and hit.object:getName() or nil
@/lua/ge/extensions/career/career.lua
for i = be:getObjectCount()-1, 0, -1 do
local objId = be:getObject(i):getID()
if not tableContains(safeIds, objId) then
@/gameplay/missions/automation_test_track/flowgraph/001-Dam/customNodes/getClosestStaticObjectNode.lua
if sqDist < bestDist then
bestId = obj:getID()
bestDist = sqDist
@/lua/ge/extensions/freeroam/dragRace.lua
local function onVehicleSpawned(vehicleID)
if opponentVehicle and vehicleID == opponentVehicle:getID() then
guihooks.trigger('MenuHide', true)
local function onVehicleDestroyed(id)
if playerVehicle and playerVehicle:getID() == id then
playerVehicle = nil
resetLights()
elseif opponentVehicle and opponentVehicle:getID() == id then
opponentVehicle = nil
if not vehicle then return end
if playerVehicleInsideTrigger and playerVehicle and playerVehicle:getID() == vid then
ui_missionInfo.closeDialogue()
@/lua/common/extensions/ui/imguiUtils.lua
res.tex = imgui.ImTextureHandler(path)
res.texId = res.tex:getID()
res.size = res.tex:getSize()
@/lua/ge/extensions/scenario/busdriver.lua
local playerVehicleID = playerVehicle:getID()
statistics_statistics.setStatProgress(playerVehicleID, "smoothness", playerInstance, {status= st.smoothness.total < 50 and 'failed' or 'pass', value= st.smoothness.total, maxValue=100})
if playerVehicle then
local playerVehicleID = playerVehicle:getID()
currentLine = extensions.core_busRouteManager.setLine(playerVehicleID,busConfig.routeID,busConfig.variance)
if running then
local playerVehicleID = scenetree.findObject(playerInstance):getID()
if vehicleID == playerVehicleID and damaged then
-- calculate damage rating
local trakedObj = map.getTrackedObjects()[pv:getID()]
if not trakedObj then return end
@/lua/ge/extensions/util/terrainGenerator.lua
terrain:importMaps(self.heightMap, self.terrainScale, self.terrainHeight, self.holeMap, self.materials, self.textureMaps, self.flipYAxis)
self.terrainId = terrain:getID() -- this id only gets saved if a new terrain was created here
terrain:save(terrain:getTerrFileName())
@/lua/vehicle/extensions/tech/techCore.lua
info['port'] = port
info['id'] = obj:getID()
local cmd = 'extensions.hook("onVehicleInfoReady", ' .. tostring(obj:getID()) .. ', ' .. serialize(info) .. ')'
obj:queueGameEngineLua(cmd)
end
local cmd = 'extensions.hook("onVehicleConnectionReady", ' .. tostring(obj:getID()) .. ', ' .. tostring(port) .. ')'
obj:queueGameEngineLua(cmd)
local cmd = 'Point4F(' .. request['r'] .. ', ' .. request['g'] .. ', ' .. request['b'] .. ', ' .. request['a'] .. ')'
cmd = 'getObjectByID(' .. obj:getID() .. '):setColor(' .. cmd .. ')'
obj:queueGameEngineLua(cmd)
local targetName = request['target']
obj:queueGameEngineLua('scenetree.findObjectById(' .. obj:getID() .. '):queueLuaCommand("ai.setTargetObjectID(" .. scenetree.findObject(\'' .. targetName .. '\'):getID() .. ")")')
request:sendACK('AiTargetSet')
local targetName = request['target']
obj:queueGameEngineLua('scenetree.findObjectById(' .. obj:getID() .. '):queueLuaCommand("ai.setTargetObjectID(" .. scenetree.findObject(\'' .. targetName .. '\'):getID() .. ")")')
request:sendACK('AiTargetSet')
@/gameplay/missionTypes/aiRace/customNodes/aiScatterNode.lua
for _, v in ipairs(getAllVehiclesByType()) do
local id = v:getID()
if id ~= be:getPlayerVehicleID(0) then
@/lua/ge/extensions/flowgraph/nodes/vehicle/ai/goToEndLine.lua
self.pinOut.inRadius.value = true
self.complete = map.objects[veh:getID()].vel:length() < (self.pinIn.checkVelocity.value or 10000)
end
@/lua/ge/extensions/statistics/statistics.lua
local function initialiseAltitudeStat(vehicle, vehicleName)
local vehicleID = vehicle:getID()
local altitudeProperties = statsProperties['altitude']
local function initialiseDamageStat(vehicle, vehicleName)
local vehicleID = vehicle:getID()
local vehicleID = vehicle:getID()
local distanceProperties = statsProperties['distance']
if scenario_scenarios.getScenario().goals then
local vehicleID = vehicle:getID()
local vehicleTable = statsTable[vehicleID] --or {}
data.maxValue = maxValue
setStatProgress(vehicle:getID(), statName, vehicleName, data)
end
local function initialiseSpeedStat(vehicle, vehicleName)
local vehicleID = vehicle:getID()
local speedProperties = statsProperties['speed']
local function initialiseTimeStat(vehicle, vehicleName)
local vehicleID = vehicle:getID()
local timeProperties = statsProperties['time']
-- dump(statsTable[vehicle:getID()])
end
if sourceVehicle then
local vehicleData = map.objects[sourceVehicle:getID()]
if vehicleData then
if vehicle then
vehicleData = map.objects[vehicle:getID()]
end
@/lua/ge/extensions/tech/pythonExport.lua
obj:queueGameEngineLua(
string.format('extensions.tech_pythonExport.getFullConfigVehicleCallback(%d, %q)', obj:getID(), lpack.encode(data))
)
@/lua/ge/extensions/gameplay/taxi.lua
local function setPullOver(veh)
notifyBlinkerSysOfPullOver(veh:getID())
veh:queueLuaCommand('ai.setPullOver(true)')
@/lua/ge/extensions/career/modules/loanerVehicles.lua
if bestParkingSpot then
bestParkingSpot:moveResetVehicleTo(vehObj:getID(), nil, false, nil, nil, true, nil, false)
offer.vehPos = bestParkingSpot.pos
@/lua/common/extensions/tech/techCapture.lua
local LUA_CONTEXT = obj == nil and 'GE' or tostring(obj:getID())
local tcomCaptureName = nil
@/lua/ge/extensions/gameplay/discover/newPlayerExperience.lua
if i <= 3 then
setupVehs[v:getID()] = [[
for _, v in ipairs(powertrain.getDevicesByType("differential")) do powertrain.toggleDeviceMode(v.name) end
@/lua/ge/extensions/editor/ffiptrleaktest.lua
im.TextUnformatted("ImVec2& vs ImVec2* test")
im.Image(image.tex:getID(), im.ImVec2(256,256), im.ImVec2(0,0), im.ImVec2(1,1));
end
@/lua/ge/extensions/editor/sceneTree.lua
end
local objId = object:getID()
return findNodeById(instance, parentNode, objId)
if nextObject then
table.insert(placeholderObjects, nextObject:getID())
end
instance.rootNode = {
id = rootGrp:getID(),
object = rootGrp,
-- if its a different object, but has same name with out new name, then error
if searchedObj and searchedObj:getID() ~= node.id then
local msg = "'" .. name .. "' already exists in the scene, please choose another name"
if object then
groupParentID = object:getID()
end
if parent then
groupParentID = parent:getID()
end
if not groupParentID then
groupParentID = scenetree.MissionGroup:getID()
end
for _, instance in pairs(guiInstancer.instances) do
removeNodesByObjectIds(instance, {object:getID()})
end
if nextObject then
table.insert(placeholderObjects, nextObject:getID())
end
if grp then
editor.selectObjectById(grp:getID())
else
if grp then
editor.selectObjectById(grp:getID())
else
@/lua/ge/extensions/editor/resourceChecker.lua
im.Image(
img.tex:getID(),
im.ImVec2(sizex, sizey),
im.Image(
img.tex:getID(),
im.ImVec2(sizex, sizey),
@/lua/ge/extensions/flowgraph/modules/vehicleModule.lua
local prefab = Prefab.getPrefabByChild(scenetree.findObjectById(id))
--print("preabid: " .. prefab:getID())
if prefab then
if prefab then
self.mgr.modules.prefab:setUnpackVehiclesBeforeDeletion(prefab:getID(), true)
end
@/gameplay/missions/gridmap_v2/collection/002-blenderbowl/script.lua
if v.jbeam == "ball" then
table.insert(ballIds, v:getID())
end
@/lua/ge/extensions/editor/flowgraph/missionVariableHelper.lua
if mgr.variables:variableExists(varName) then
local vehicleId = getPlayerVehicle(0):getID()
if mgr.variables:changeBase(varName, vehicleId) then
@/lua/ge/extensions/gameplay/crawl/general.lua
if gameplay_crawl_utils.startCrawl(veh:getID(), trail, crawlerData, false) then
extensions.hook('onCrawlStarted')
if gameplay_crawl_utils.startCrawl(veh:getID(), trail, crawlerData, true) then
extensions.hook('onCrawlStarted')
if gameplay_crawl_utils.startCrawl(veh:getID(), trail, crawlerData, true) then
extensions.hook('onCrawlStarted')
@/flowgraphEditor/Tower/customNodes/towerNode.lua
scenetreeObject.canSave = false
table.insert(self.objects, scenetreeObject:getID())
if scenetree.MissionGroup then
--scenetreeObject:setName(name)
self.mgr.modules.prefab:addPrefab(scenetreeObject:getID())
local prefabId = scenetreeObject:getID()
self.mgr.modules.prefab:addPrefab(scenetreeObject:getID())
local prefabId = scenetreeObject:getID()
local data = self.mgr.modules.prefab:getPrefab(prefabId)
@/gameplay/missionTypes/timeTrial/constructor.lua
if usePlayerVehicle then
local inventoryId = career_modules_inventory.getInventoryIdFromVehicleId(veh:getID())
if inventoryId then
@/lua/ge/extensions/gameplay/discover/discover_037.lua
if i == 1 then
walkId = v:getID()
else
else
limoId = v:getID()
core_vehicleBridge.executeAction(v,'setIgnitionLevel', 0)
@/lua/ge/extensions/editor/meshEditor.lua
local nodeInfo = {pos = position, width = width, depth = depth, normal = normal, index = index}
return editor.addMeshNode(mesh:getID(), nodeInfo)
end
end
actionData.newMeshID = editor.createMesh(M.type, newMeshNodes, editor.copyFields(originalMesh:getID()))
return actionData.newMeshID
editor.history:commitAction("SplitMesh", {originalMeshID = mesh:getID(), nodeID = nodeID}, splitMeshActionUndo, splitMeshActionRedo)
end
local sphereRadius = (core_camera.getPosition() - pos):length() * roadRiverGui.nodeSizeFactor
if selectedNodes[(index-1)] and mesh:getID() == selectedMeshId then
editor.updateAxisGizmo(gizmoBeginDrag, gizmoEndDrag, gizmoDragging)
debugDrawer:drawSphere(pos, sphereRadius, roadRiverGui.highlightColors.selectedNode,false)
elseif hoveredNode == (index-1) and mesh:getID() == hoveredMeshID then
debugDrawer:drawSphere(pos, sphereRadius, roadRiverGui.highlightColors.hoveredNode,false)
-- Only show nodes of selected mesh
if mesh:getID() == selectedMeshId then
showNodes(mesh)
if rayCastInfo then
return rayCastInfo.object:getID() == mesh:getID()
end
if rayCastInfo then
return rayCastInfo.object:getID() == mesh:getID()
end
local hoveredMesh = hoveredNode and selectedMesh or meshRayCastRes.object
hoveredMeshID = hoveredMesh:getID()
if hoveredMesh:getID() ~= selectedMeshId then
hoveredMeshID = hoveredMesh:getID()
if hoveredMesh:getID() ~= selectedMeshId then
showMesh(hoveredMesh, roadRiverGui.highlightColors.hover)
local newSelectedMesh = editor.findFirstSelectedByType(M.type)
selectedMeshId = newSelectedMesh and newSelectedMesh:getID()
end
@/lua/ge/extensions/core/environment.lua
if obj then
envObjectIdCache[className] = obj:getID()
return obj
@/lua/ge/extensions/career/modules/vehicleShopping.lua
local parkingSpots = freeroam_facilities.getParkingSpotsForFacility(dealership)
local parkingSpot = gameplay_sites_sitesManager.getBestParkingSpotForVehicleFromList(vehObj:getID(), parkingSpots)
parkingSpot:moveResetVehicleTo(vehObj:getID(), nil, nil, nil, nil, true)
local parkingSpot = gameplay_sites_sitesManager.getBestParkingSpotForVehicleFromList(vehObj:getID(), parkingSpots)
parkingSpot:moveResetVehicleTo(vehObj:getID(), nil, nil, nil, nil, true)
end
newVeh:queueLuaCommand(string.format("partCondition.initConditions(nil, %d, nil, %f) obj:queueGameEngineLua('career_modules_vehicleShopping.onVehicleSpawnFinished(%d)')", vehicleInfo.Mileage, getVisualValueFromMileage(vehicleInfo.Mileage), newVeh:getID()))
return newVeh
payForVehicle()
local newInventoryId = career_modules_inventory.addVehicle(vehObj:getID())
if buyVehicleOptions.licensePlateText then
removeNonUsedPlayerVehicles = true
if be:getPlayerVehicleID(0) == vehObj:getID() then
career_modules_inventory.enterVehicle(newInventoryId)
@/lua/ge/extensions/editor/api/camera.lua
bookmarksGroup:addObject(bookmark)
return bookmark:getID()
end
@/lua/ge/extensions/core/multiseat.lua
local curVehicle = getPlayerVehicle(player)
local curId = curVehicle and curVehicle:getID()
local vehicles = getActiveVehicles()
for index,vehicle in ipairs(vehicles) do
local id = vehicle and vehicle:getID()
if curId == id then
@/lua/vehicle/bdebugImpl.lua
obj:queueGameEngineLua("getObjectByID(" .. obj:getID() .. "):queueLuaCommand('bdebug.recieveViewportSize('.. ui_imgui.GetMainViewport().Size.x .. ',' .. ui_imgui.GetMainViewport().Size.y .. ')' )")
@/lua/ge/extensions/editor/trafficManager.lua
if targetVeh then
veh:queueLuaCommand('ai.setTargetObjectID('..targetVeh:getID()..')')
end
if veh then
local vehId = veh:getID()
if not session.vehicles[nameId] then
end
currInstance.spawnedObjectId = obj:getID()
scenetree[simGroupName]:addObject(obj.obj)
if hoveredObject and hoveredObject:getClassName() == "TSStatic" and editor.isObjectSelectable(hoveredObject) then
local objId = hoveredObject:getID()
currInstance:linkSignalObject(objId)
if prefab then
editor.selectObjects({prefab:getID()})
local groups = editor.explodeSelectedPrefab() -- reverts prefab back into SimGroup
if veh then
createVehicleData(veh:getID(), data)
local sessionData = session.vehicles[data.name]
if scenetree.objectExists(simGroupName) then
editor.selectObjects({scenetree.findObject(simGroupName):getID()})
local prefab = editor.createPrefabFromObjectSelection(prefabFilePath, nil, "auto") -- saves prefab file
local prefab = editor.createPrefabFromObjectSelection(prefabFilePath, nil, "auto") -- saves prefab file
editor.selectObjects({prefab:getID()})
local groups = editor.explodeSelectedPrefab() -- reverts prefab back into SimGroup
@/lua/vehicle/extensions/aeroDebug.lua
aeroData.vehID = obj:getID()
aeroData.totalAeroForce = obj:calcTotalAeroForces()
@/lua/ge/extensions/editor/tech/roadArchitect/decals.lua
local nodes, sectionWidths = computeSectionGeom(road, sStart, sEnd)
local numNodes, decalId = #nodes, dRoad:getID()
local last = vec3(0, 0, 1e24)
folder:addObject(dRoad)
local decalId = dRoad:getID()
local last = vec3(0, 0, 1e24)
folder:addObject(layerDecal)
local decalId = layerDecal:getID()
folder:addObject(layerDecal)
local decalId = layerDecal:getID()
folder:addObject(layerDecal)
local decalId = layerDecal:getID()
@/lua/ge/extensions/flowgraph/nodes/gameplay/canEnterFromWalking.lua
self.pinOut.closeButNotStopped.value = gameplay_walk.isWalking() and gameplay_walk.getVehicleInFront() and not gameplay_walk.isAtParkingSpeed()
self.pinOut.vehId.value = gameplay_walk.getVehicleInFront() and gameplay_walk.getVehicleInFront():getID() or nil
end
@/lua/ge/extensions/scenario/scenarios.lua
targetvehicle = scenetree.findObject(scenario.vehicles[vName].driver["fleeTarget"])
targetVehId = targetvehicle:getID()
helper.queueLuaCommandByName(vName,'ai.setTargetVehicleID('..targetVehId..')')
if spawnedVehicle then
scenario.userSelectedVehicle.returnedVehicleId = spawnedVehicle:getID()
end
local vehicleDamage = 0
if map.objects[vehicle:getID()] then
vehicleDamage = map.objects[vehicle:getID()].damage
if map.objects[vehicle:getID()] then
vehicleDamage = map.objects[vehicle:getID()].damage
end
local playerVehId = be:getPlayerVehicleID(0)
local vehicleId = vehicle:getID()
-- log('I', logTag, 'initializeVehicle PlayerID: '..tostring(playerVehId)..' Spawned: '..tostring(vehicleId))
local vehicle = scenetree.findObject(vehName)
local vehicleID = vehicle:getID()
local vehicleData = map.objects[vehicleID]
if vehicle and data then
local vehId = vehicle:getID()
local info = {vehicleId = vehId, vehicleName = vehicleName}
@/lua/ge/extensions/editor/gen/network.lua
-- mesh
local rdinfo = {id = edec:getID(), hmap = hmap, apin = apin}
decal2mesh(rdinfo, 'exit') --, true)
--- mesh
local rdinfo = {id = edec:getID(), hmap = hmap, apin = apin,
meshid = nil, fr = brout, to = brin, av = {}, w = wExit
if icirc ~= nil then
print('?? region:'..icirc..':'..rd:getID())
junctionUp(icirc)
@/lua/ge/extensions/flowgraph/nodes/activity/attemptVehicle.lua
if self.mgr.activity.setupModules.vehicles.usePlayerVehicle then
local inventoryId = career_modules_inventory.getInventoryIdFromVehicleId(veh:getID())
if inventoryId then
@/lua/ge/extensions/core/trafficSignals.lua
obj:setTransform(transform)
self:linkSignalObject(obj:getID())
@/lua/ge/extensions/freeroam/facilities.lua
local parkingSpots = getParkingSpotsForFacility(garage)
local parkingSpot = gameplay_sites_sitesManager.getBestParkingSpotForVehicleFromList(veh:getID(), parkingSpots)
if parkingSpot then
@/lua/ge/extensions/editor/dataBlockEditor.lua
local dataBlock = Sim.getDataBlockSet():at(index)
if dataBlock:getID() == objectID then return true end
end
if selected then
flags = bit.bor(flags, (selected:getID() == dataBlock:getID()) and im.TreeNodeFlags_Selected or 0)
end
if selected then
flags = bit.bor(flags, (selected:getID() == dataBlock:getID()) and im.TreeNodeFlags_Selected or 0)
end
if im.IsItemClicked() then
editor.selectObjectById(dataBlock:getID())
end
if im.Selectable1(dataBlock:__tostring()) then
dataBlockToCopyID = dataBlock:getID()
dataBlockToCopyName = dataBlock:__tostring()
@/lua/ge/extensions/editor/bulkRename.lua
if obj then
if obj:getID() ~= id then
objId = obj:getID()
if obj:getID() ~= id then
objId = obj:getID()
end
@/lua/ge/extensions/flowgraph/nodes/vehicle/ai/arrive.lua
if dist < radius and map.objects[veh:getID()].vel:length() < (self.pinIn.checkVelocity.value or 10000) then
self:setDurationState('finished')
@/lua/ge/extensions/editor/decalEditor.lua
local template = editor.getDecalTemplates():at(index)
if template:getID() == id then
return template
local template = scenetree.findObjectById(actionData.id)
if selectedTemplate and selectedTemplate:getID() == template:getID() then
clearTemplateSelection()
local template = scenetree.findObjectById(actionData.id)
if selectedTemplate and selectedTemplate:getID() == template:getID() then
clearTemplateSelection()
if selectedTemplate and selectedTemplate:getID() == template:getID() then
clearTemplateSelection()
if selectedTemplate and selectedTemplate:getID() == template:getID() then
clearTemplateSelection()
editor.history:commitAction("DeleteDecalTemplate",
{fields = editor.copyFields(selectedTemplate:getID()), id = selectedTemplate:getID(),
name = editor.getFieldValue(selectedTemplate:getID(), "name"), instancesData = instancesData},
editor.history:commitAction("DeleteDecalTemplate",
{fields = editor.copyFields(selectedTemplate:getID()), id = selectedTemplate:getID(),
name = editor.getFieldValue(selectedTemplate:getID(), "name"), instancesData = instancesData},
{fields = editor.copyFields(selectedTemplate:getID()), id = selectedTemplate:getID(),
name = editor.getFieldValue(selectedTemplate:getID(), "name"), instancesData = instancesData},
deleteTemplateActionUndo, deleteTemplateActionRedo)
if im.ListBox1("", templateSelectionIndex, im.ArrayCharPtrByTbl(names), table.getn(names), avail.y/21) then
editor.selectObjectById(templates[templateSelectionIndex[0]+1]:getID())
selectedTemplate = Sim.upcast(templates[templateSelectionIndex[0]+1])
@/lua/ge/extensions/editor/levelValidator.lua
for i, unplantedObj in ipairs(unplantedObjects) do
local unplantedNode = unplantedObj.getKey and forestItemNodes[unplantedObj:getKey()] or sceneObjectNodes[unplantedObj:getID()]
local bb = getAdjustedBoundingBox(unplantedObj:getWorldBox())
for _, otherObj in ipairs(objects) do
local otherNode = sceneObjectNodes[otherObj:getID()]
if otherNode then
if prefab then
table.insert(objectLogs, {logLevel = "W", type = "floating", objectId = prefab:getID(), prefabChildId = id, message = "An object inside this prefab is floating: " .. prefab:getID(), onCheck = true})
if object and object:canFloatAboveGround() then
if prefab then
table.insert(objectLogs, {logLevel = "W", type = "floating", objectId = prefab:getID(), prefabChildId = id, message = "An object inside this prefab is floating: " .. prefab:getID(), onCheck = true})
if object and object:canFloatAboveGround() then
if object and object:canFloatAboveGround() then
table.insert(objectLogs, {logLevel = "W", type = "floating", objectId = prefab:getID(), prefabChildId = id, message = "An object inside this prefab is floating: " .. prefab:getID(), onCheck = true})
end
if object and object:canFloatAboveGround() then
table.insert(objectLogs, {logLevel = "W", type = "floating", objectId = prefab:getID(), prefabChildId = id, message = "An object inside this prefab is floating: " .. prefab:getID(), onCheck = true})
end
if (class == "DecalRoad" or class == "MeshRoad" or class == "River") and object:getNodeCount() < 2 then
table.insert(objectLogs, {logLevel = "E", type = "spline", objectId = object:getID(), message = "This " .. object:getClassName() .. " has less than 2 nodes: " .. object:getID(), onCheck = true})
job.yield()
if (class == "DecalRoad" or class == "MeshRoad" or class == "River") and object:getNodeCount() < 2 then
table.insert(objectLogs, {logLevel = "E", type = "spline", objectId = object:getID(), message = "This " .. object:getClassName() .. " has less than 2 nodes: " .. object:getID(), onCheck = true})
job.yield()
if prefab then
table.insert(objectLogs, {logLevel = "W", type = "duplicate", objectId = prefab:getID(), prefabChildId = object:getID(), message = "An object inside this prefab " .. prefab:getID() .. " is identical to another object. (Might be in the same prefab)", onCheck = true})
else
if prefab then
table.insert(objectLogs, {logLevel = "W", type = "duplicate", objectId = prefab:getID(), prefabChildId = object:getID(), message = "An object inside this prefab " .. prefab:getID() .. " is identical to another object. (Might be in the same prefab)", onCheck = true})
else
if prefab then
table.insert(objectLogs, {logLevel = "W", type = "duplicate", objectId = prefab:getID(), prefabChildId = object:getID(), message = "An object inside this prefab " .. prefab:getID() .. " is identical to another object. (Might be in the same prefab)", onCheck = true})
else
else
table.insert(objectLogs, {logLevel = "W", type = "duplicate", objectId = object:getID(), message = "This object " .. object:getID() .. " and this object " .. id2 .. " are identical", onCheck = true})
end
else
table.insert(objectLogs, {logLevel = "W", type = "duplicate", objectId = object:getID(), message = "This object " .. object:getID() .. " and this object " .. id2 .. " are identical", onCheck = true})
end
if not foundDuplicate then
objectHashes[object:getID()] = hash
end
@/lua/ge/extensions/core/cameraModes/orbit.lua
if not self.dynamicPitchLimit then
local vehId = data.veh:getID()
local veh = getObjectByID(vehId)
else
local vehId = data.veh:getID()
bbCenter:set(be:getObjectOOBBCenterXYZ(vehId))
@/lua/ge/extensions/editor/roadEditor.lua
local function deleteNode(road, nodeID)
editor.deleteRoadNode(road:getID(), nodeID)
editor_roadUtils.reloadDecorations(road)
local roadInfoTbl = {}
roadInfoTbl[road:getID()] = nodeInfo
return editor.history:commitAction("InsertRoadNode", {roadInfos = roadInfoTbl}, insertNodeActionUndo, insertNodeActionRedo)
else
return editor.addRoadNode(road:getID(), nodeInfo)
end
end
local roadID = editor.createRoad(newRoadNodes, editor.copyFields(originalRoad:getID()))
table.insert(newRoadIds, roadID)
if nodeID == 0 or nodeID == road:getNodeCount() - 1 then
editor.logError("Can't split at the end of road "..tostring(road:getID()))
return
local grp = road:getGroup()
local groupId = grp and grp:getID() or nil
local newNodes = {}
if im.Checkbox("Use Template", useTemplate) then
editor.setDynamicFieldValue(selectedRoad:getID(), "useTemplate", tostring(useTemplate[0]))
end
local pos = node.pos
local tempNodeIndex = getRoadTempNodeIndex(road:getID())
if editor.getPreference("roadEditor.general.dragWidth") and index - 1 == tempNodeIndex then
local sphereRadius = (core_camera.getPosition() - pos):length() * roadRiverGui.nodeSizeFactor
if isNodeSelected(road:getID(), index - 1) and isRoadSelected(road:getID()) then
debugDrawer:drawSphere(pos, sphereRadius, roadRiverGui.highlightColors.selectedNode, false)
local sphereRadius = (core_camera.getPosition() - pos):length() * roadRiverGui.nodeSizeFactor
if isNodeSelected(road:getID(), index - 1) and isRoadSelected(road:getID()) then
debugDrawer:drawSphere(pos, sphereRadius, roadRiverGui.highlightColors.selectedNode, false)
debugDrawer:drawSphere(pos, sphereRadius, roadRiverGui.highlightColors.selectedNode, false)
elseif hoveredNodeInfo[road:getID()] and hoveredNodeInfo[road:getID()] == (index - 1) then
debugDrawer:drawSphere(pos, sphereRadius, roadRiverGui.highlightColors.hoveredNode, false)
debugDrawer:drawSphere(pos, sphereRadius, roadRiverGui.highlightColors.selectedNode, false)
elseif hoveredNodeInfo[road:getID()] and hoveredNodeInfo[road:getID()] == (index - 1) then
debugDrawer:drawSphere(pos, sphereRadius, roadRiverGui.highlightColors.hoveredNode, false)
local edgeCount = road:getEdgeCount()
local duplicatedRoadIndex = indexOf(duplicatedRoadIDs, road:getID())
-- Only show nodes of selected road
local roadID = road:getID()
if isRoadSelected(roadID) then
if ctrlDown then selectMode = editor.SelectMode_Toggle end
editor.selectObjectById(hoveredObject:getID(), selectMode)
end
@/lua/ge/extensions/editor/api/decal.lua
editor.setDirty()
return template:getID()
end
end
editor.deleteObject(template:getID())
end
@/lua/ge/extensions/flowgraph/modules/prefabModule.lua
self:addPrefab(scenetreeObject:getID())
return scenetreeObject:getID()
self:addPrefab(scenetreeObject:getID())
return scenetreeObject:getID()
end
@/lua/ge/extensions/gameplay/walk.lua
for _, veh in ipairs(getAllVehicles()) do
local vehId = veh:getID()
if not vehicleBlacklist[vehId] and veh.playerUsable ~= false and veh:getActive() and veh:getJBeamFilename() ~= "unicycle" then
@/gameplay/missionTypes/evade/customNodes/multiVehicleLuaNode.lua
if not self.data.ignorePlayerVehicle or not veh:isPlayerControlled() then
table.insert(vehIds, veh:getID())
end
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/veFlexbodyDebug.lua
settings = jsonReadFile(settingsPath) or {}
switchVehicle(vEditor.vehicle:getID())
end
@/lua/ge/extensions/editor/api/object.lua
for _, object in ipairs(objects) do
table.insert(idArray, object:getID())
end
local newPosStr = tostring(objPos.x) .. " " .. tostring(objPos.y) .. " " .. tostring(objPos.z)
editor.setFieldValue(object:getID(), "position", newPosStr)
end
local newPosStr = tostring(objPos.x) .. " " .. tostring(objPos.y) .. " " .. tostring(objPos.z)
editor.setFieldValue(object:getID(), "position", newPosStr)
end
if object then
editor.logDebug("Name: "..object.name.." ID: "..object:getID())
end
@/lua/ge/spawn.lua
local function setSafePosition(veh, pos, rot, centeredPosition, useInitialNodePositions)
vehiclesPositionedThisFrame[veh:getID()] = nil
if useInitialNodePositions then
@/lua/ge/extensions/editor/assetBrowser.lua
editor.selectEditMode(editor.editModes.objectSelect)
editor.selectObjects({var.dragDropMesh:getID()})
editor.history:commitAction("CreateObject", {objectId = var.dragDropMesh:getID()},
editor.selectObjects({var.dragDropMesh:getID()})
editor.history:commitAction("CreateObject", {objectId = var.dragDropMesh:getID()},
createObjectUndo, createObjectRedo, true)
im.Image(
editor.assetDragDrop.dragImage.tex:getID(),
im.ImVec2(sizex, sizey),
im.Image(
img.tex:getID(),
im.ImVec2(sizex, sizey),
if set.d then
im.Image(editor.getTempTextureObj(set.d.path).tex:getID(), imgSize, nil, nil, nil, editor.color.white.Value)
elseif set.n then
elseif set.n then
im.Image(editor.getTempTextureObj(set.n.path).tex:getID(), imgSize, nil, nil, nil, editor.color.white.Value)
elseif set.s then
elseif set.s then
im.Image(editor.getTempTextureObj(set.s.path).tex:getID(), imgSize, nil, nil, nil, editor.color.white.Value)
else
im.Image(
editor.getTempTextureObj(path).tex:getID(),
im.ImVec2(sizex, sizey),
im.Image(
editor.getTempTextureObj(file.path or "").tex:getID(),
im.ImVec2(var.options.thumbnailSize * uiScaling - 5, var.options.thumbnailSize * uiScaling - 5),
im.Image(
editor.getTempTextureObj(file.inspectorData.cachePath).tex:getID(),
im.ImVec2(var.options.thumbnailSize * uiScaling - 5, var.options.thumbnailSize * uiScaling - 5),
local texSize = im.ImVec2(texToDraw.size.x * uv1.x, texToDraw.size.y * uv1.y)
im.Image(texToDraw.tex:getID(), texSize, nil, uv1, nil, nil)
im.SetCursorPos(im.ImVec2(cursorPos.x + texSize.x, cursorPos.y))
im.Image(
var.imageInspectorImage.tex:getID(), var.imageInspectorImageSize, nil, nil, nil, editor.color.white.Value
)
"##InspectorGuiButton",
img.tex:getID(),
im.ImVec2(width, height),
@/lua/ge/extensions/gameplay/sites/parkingSpot.lua
for _, veh in ipairs(getAllVehicles()) do
local vehId = veh:getID()
if veh:getActive() and (not playerId or playerId ~= vehId) then
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/veJBeamPicker.lua
local vehCmdString = '"editor_vehicleEditor_liveEditor_veJBeamPicker.nodeDataFromVELua[' .. id .. '].' .. varName .. ' =" .. ' .. luaFunction
be:queueObjectFastLua(vEditor.vehicle:getID(), "obj:queueGameEngineLua(" .. vehCmdString .. ")")
end
local vehCmdString = '"editor_vehicleEditor_liveEditor_veJBeamPicker.beamDataFromVELua[' .. id .. '].' .. varName .. ' =" .. ' .. luaFunction
be:queueObjectFastLua(vEditor.vehicle:getID(), "obj:queueGameEngineLua(" .. vehCmdString .. ")")
end
@/lua/ge/extensions/flowgraph/nodes/vehicle/teleportToLastRoad.lua
spawn.teleportToLastRoad(veh, {resetVehicle = self.pinIn.resetVehicle.value, destinationPos = self.pinIn.destinationPos.value})
extensions.hook('onVehicleTeleportedToLastRoad', veh:getID())
end