Player controller code to sort input components better: widgets with 'Stop Input' go to top of priority stack, and also, priority actually works now.
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@@ -23,8 +23,10 @@ public:
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virtual void Register() override
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{
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UWingServer::AddHandler(this,
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TEXT("Execute multiple commands in one request. Each subcommand produces its own content block in the response. "
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"Nested Sequence commands are not allowed."));
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TEXT("Execute multiple commands in one request. Each subcommand "
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"produces its own content block in the response. The big win "
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"performance-wise is that fewer MCP calls means fewer "
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"round-trip invocations of the LLM."));
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}
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virtual void Handle() override
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{
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@@ -32,9 +34,8 @@ public:
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// WingServer. Because of that, this handler is never actually called
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// under normal conditions. The handler exists for two reasons: to
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// provide documentation, and also to catch the case where somebody
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// nests a sequence inside another sequence (WingServer doesn't catch
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// that).
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//
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WingOut::Stdout.Print(TEXT("ERROR: Sequence inside a Sequence is not allowed.\n"));
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// nests a sequence inside another sequence.
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WingOut::Stdout.Print(
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TEXT("ERROR: Sequence inside a Sequence is not allowed.\n"));
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}
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};
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@@ -211,6 +211,7 @@ void UWingManualSections::ImportantCommands()
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"\n Graph_Dump: a fairly detailed listing of any Graph"
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"\n Details_Dump: Dump the details panel for a given object"
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"\n Details_Set: Manipulate the details panel for a given object"
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"\n Sequence: Batch commands together for faster execution"
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"\n"
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"\n You can use Documentation_Commands(Query=Command,Verbose=true)"
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"\n to get detailed help for a specific command."
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