Add new asset type definitions: - GfxWorld and related structures (cells, lights, probes) - Menu system (menudef, itemdef, windowdef, listboxdef) - Sound system (soundalias, soundfile, speakermap, sndcurve) - D3D resources (vertex/index buffers) - Font glyphs and expression entries Update existing definitions with improved field annotations and UI display properties. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
16 lines
491 B
Plaintext
16 lines
491 B
Plaintext
type materialvertexshader [display="Material Vertex Shader"]
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{
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i32 shader_name_ptr [ui, readonly, display="Shader Name Ptr"];
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// Vertex shader program (parse header first)
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program = parse_here("materialvertexshaderprogram");
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// Parse shader name AFTER program (if inline)
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if (shader_name_ptr == -1) {
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shader_name = cstring() [ui, readonly, display="Shader Name"];
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_name = shader_name;
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}
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// Note: LoadDef program data parsing happens in materialvertexshaderprogram
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}
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