Torque3D/Templates/BaseGame/game/tools/assetBrowser/guis/assetBrowser.gui

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//--- OBJECT WRITE BEGIN ---
2021-05-04 21:18:15 -04:00
$guiContent = new GuiControl(AssetBrowser) {
position = "0 0";
extent = "1024 768";
minExtent = "8 2";
horizSizing = "right";
vertSizing = "bottom";
profile = "ToolsGuiDefaultNonModalProfile";
visible = "1";
active = "1";
tooltipProfile = "GuiToolTipProfile";
hovertime = "1000";
isContainer = "1";
canSave = "1";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
canSaveDynamicFields = "0";
new GuiWindowCtrl(AssetBrowser_addFilterWindow) {
text = "Create New Tag";
resizeWidth = "1";
resizeHeight = "1";
canMove = "1";
canClose = "0";
canMinimize = "0";
canMaximize = "0";
canCollapse = "0";
edgeSnap = "1";
margin = "0 0 0 0";
padding = "0 0 0 0";
anchorTop = "1";
anchorBottom = "0";
anchorLeft = "1";
anchorRight = "0";
position = "120 334";
extent = "381 99";
minExtent = "48 92";
horizSizing = "center";
vertSizing = "center";
profile = "ToolsGuiWindowProfile";
visible = "0";
active = "1";
tooltipProfile = "ToolsGuiToolTipProfile";
hovertime = "1000";
isContainer = "1";
hidden = "1";
canSave = "1";
canSaveDynamicFields = "0";
new GuiTextEditCtrl() {
historySize = "0";
tabComplete = "0";
sinkAllKeyEvents = "0";
password = "0";
passwordMask = "*";
maxLength = "1024";
margin = "0 0 0 0";
padding = "0 0 0 0";
anchorTop = "1";
anchorBottom = "0";
anchorLeft = "1";
anchorRight = "0";
position = "64 35";
extent = "196 18";
minExtent = "8 2";
horizSizing = "right";
vertSizing = "bottom";
profile = "ToolsGuiTextEditProfile";
visible = "1";
active = "1";
tooltipProfile = "ToolsGuiToolTipProfile";
hovertime = "1000";
isContainer = "0";
internalName = "tagName";
canSave = "1";
canSaveDynamicFields = "0";
};
new GuiTextCtrl() {
text = "Tag Name";
maxLength = "1024";
margin = "0 0 0 0";
padding = "0 0 0 0";
anchorTop = "1";
anchorBottom = "0";
anchorLeft = "1";
anchorRight = "0";
position = "12 35";
extent = "52 16";
minExtent = "8 2";
horizSizing = "right";
vertSizing = "bottom";
profile = "ToolsGuiTextProfile";
visible = "1";
active = "1";
tooltipProfile = "ToolsGuiToolTipProfile";
hovertime = "1000";
isContainer = "0";
canSave = "1";
canSaveDynamicFields = "0";
};
new GuiButtonCtrl() {
text = "Create";
groupNum = "-1";
buttonType = "PushButton";
useMouseEvents = "0";
position = "64 68";
extent = "126 22";
minExtent = "8 2";
horizSizing = "right";
vertSizing = "bottom";
profile = "ToolsGuiButtonProfile";
visible = "1";
active = "1";
command = "AssetBrowser.createFilter( AssetBrowser_addFilterWindow-->tagName.getText() );AssetBrowser_addFilterWindow.setVisible(0);";
tooltipProfile = "ToolsGuiToolTipProfile";
hovertime = "1000";
isContainer = "0";
canSave = "1";
canSaveDynamicFields = "0";
};
new GuiButtonCtrl() {
text = "Cancel";
groupNum = "-1";
buttonType = "PushButton";
useMouseEvents = "0";
position = "196 68";
extent = "64 22";
minExtent = "8 2";
horizSizing = "right";
vertSizing = "bottom";
profile = "ToolsGuiButtonProfile";
visible = "1";
active = "1";
command = "AssetBrowser_addFilterWindow.setVisible(0);";
tooltipProfile = "ToolsGuiToolTipProfile";
hovertime = "1000";
isContainer = "0";
canSave = "1";
canSaveDynamicFields = "0";
};
};
new GuiWindowCtrl(AssetBrowserWindow) {
text = ":: Asset Browser";
resizeWidth = "0";
resizeHeight = "1";
canMove = "1";
canClose = "1";
canMinimize = "0";
canMaximize = "0";
canCollapse = "0";
closeCommand = "AssetBrowser::hideDialog();";
edgeSnap = "1";
margin = "0 0 0 0";
padding = "0 0 0 0";
anchorTop = "1";
anchorBottom = "0";
anchorLeft = "1";
anchorRight = "0";
//position = "204 80";
Position = "0" SPC getWord($pref::Video::mode, 1) - 360 - 60;
extent = getWord($pref::Video::mode, 0) - 360 SPC "360";
minExtent = "360 120";
horizSizing = "windowRelative";
vertSizing = "windowRelative";
profile = "ToolsGuiWindowProfile";
visible = "1";
active = "1";
tooltipProfile = "GuiToolTipProfile";
hovertime = "1000";
isContainer = "1";
canSave = "1";
canSaveDynamicFields = "0";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
new GuiDynamicCtrlArrayControl() {
colCount = "20";
colSize = "30";
rowCount = "1";
rowSize = "30";
rowSpacing = "0";
colSpacing = "0";
frozen = "0";
autoCellSize = "0";
fillRowFirst = "1";
dynamicSize = "0";
padding = "0 0 0 0";
position = "0 24";
extent = "615 32";
minExtent = "8 2";
horizSizing = "right";
vertSizing = "bottom";
profile = "GuiDefaultProfile";
visible = "1";
active = "1";
tooltipProfile = "GuiToolTipProfile";
hovertime = "1000";
isContainer = "1";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
internalName = "topBar";
canSave = "1";
canSaveDynamicFields = "0";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
new GuiIconButtonCtrl() {
buttonMargin = "0 0";
bitmapAsset = "ToolsModule:phone_image";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
iconLocation = "Left";
sizeIconToButton = "0";
makeIconSquare = "0";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
textLocation = "Left";
textMargin = "0";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
autoSize = "0";
groupNum = "-1";
buttonType = "PushButton";
useMouseEvents = "0";
position = "0 0";
extent = "32 32";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
minExtent = "8 2";
horizSizing = "right";
vertSizing = "bottom";
profile = "ToolsGuiDefaultProfile";
visible = "1";
active = "1";
tooltipProfile = "GuiToolTipProfile";
tooltip = "Controls for layout and window mode.";
hovertime = "1000";
isContainer = "0";
internalName = "windowOptionsButton";
canSave = "1";
canSaveDynamicFields = "0";
buttonMargin = "-2 0";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
};
new GuiIconButtonCtrl() {
buttonMargin = "0 0";
bitmapAsset = "ToolsModule:plus_image";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
iconLocation = "Left";
sizeIconToButton = "0";
makeIconSquare = "0";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
textLocation = "Center";
textMargin = "0";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
autoSize = "0";
groupNum = "-1";
buttonType = "PushButton";
useMouseEvents = "0";
position = "32 0";
extent = "32 32";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
minExtent = "8 2";
horizSizing = "right";
vertSizing = "bottom";
profile = "ToolsGuiDefaultProfile";
visible = "1";
active = "1";
tooltipProfile = "GuiToolTipProfile";
tooltip = "Create a new asset in the current directory";
hovertime = "1000";
isContainer = "0";
Misc Quality of Life and Bug fixes Added handling for if preview images on image assets fails to generate, will fallback to using the full image Added handling for double clicking or drag-n-dropping terrain assets to create them Improved handling of field labels in variable inspector by making the stringtable be case sensitive. Added editor settings for handling of asset double click behavior. Can now select between Edit Asset and Spawn Asset. Support is asset type dependent. Added editor setting for auto-importing loose files when navigating to a folder. If on and the user has flagged to also enable auto-import generally, will auto import all unaffiliated loose files in as assets. Added editor setting for default module to use when creating new assets. Updated various tooling logic so when creating a new material, if this and the 'Always Prompt Module Target' setting is off, it will fill in the target module and target asset path info based on the default module. Fixed issue with editors that use managedData scripts where if the path didn't exist, the script file wouldn't be made. Fixed display issue in terrain editor where if you clear the detail map, the normal/macro/orm maps would disable, but not also clear. Fixed handling of cleared maps in terrain editor so it no longer fills empty maps in with the no image image. Fixed handling of creating new material where it would fill in the diffuse with a no texture image as the default. Fixed issue where canceling out of creating a module would still prompt to create the common default folders. Fixed issue where the Select Module window couldn't be closed via the cancel or x buttons. Based on feedback, reduced default size of the Text Pad window. Fixed issue where the Drop At menu list wouldn't correctly display which item was marked after it was changed. Fixed spawning shape asset handling so it uses whatever the editor's Drop At setting is. Improved themeing of regular bitmap buttons in the editor. Based on feedback, flipped layout of Target Module and Target Path in the Create New Asset window. Improved handling of setting up the Target Path for when creating new assets. If a path is not set, and the user has a Default Module, it will default the path to that module.
2021-08-28 18:51:27 -05:00
class="CreateAssetButton";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
canSave = "1";
canSaveDynamicFields = "0";
buttonMargin = "-2 0";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
};
new GuiIconButtonCtrl() {
buttonMargin = "0 0";
bitmapAsset = "ToolsModule:import_image";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
iconLocation = "Left";
sizeIconToButton = "0";
makeIconSquare = "0";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
textLocation = "Center";
textMargin = "0";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
autoSize = "0";
groupNum = "-1";
buttonType = "PushButton";
useMouseEvents = "0";
position = "64 0";
extent = "32 32";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
minExtent = "8 2";
horizSizing = "right";
vertSizing = "bottom";
profile = "ToolsGuiDefaultProfile";
visible = "1";
active = "1";
tooltipProfile = "GuiToolTipProfile";
tooltip = "Import a file to be a new asset in the current directory";
hovertime = "1000";
isContainer = "0";
internalName = "ImportAssetButton";
command="AssetBrowser.importNewFile();";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
canSave = "1";
canSaveDynamicFields = "0";
buttonMargin = "-2 0";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
};
new GuiIconButtonCtrl() {
buttonMargin = "0 0";
bitmapAsset = "ToolsModule:filter_image";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
iconLocation = "Left";
sizeIconToButton = "0";
makeIconSquare = "0";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
textLocation = "Center";
textMargin = "0";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
autoSize = "0";
groupNum = "-1";
buttonType = "PushButton";
useMouseEvents = "0";
position = "96 0";
extent = "32 32";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
minExtent = "8 2";
horizSizing = "right";
vertSizing = "bottom";
profile = "ToolsGuiDefaultProfile";
visible = "1";
active = "1";
command = "AssetBrowser.showVisibiltyOptions();";
tooltipProfile = "GuiToolTipProfile";
tooltip = "Visibility and filter modes.";
hovertime = "1000";
isContainer = "0";
internalName = "filterAssetsButton";
canSave = "1";
canSaveDynamicFields = "0";
buttonMargin = "-2 0";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
};
new GuiIconButtonCtrl() {
buttonMargin = "0 0";
bitmapAsset = "ToolsModule:gear_image";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
iconLocation = "Left";
sizeIconToButton = "0";
makeIconSquare = "0";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
textLocation = "Center";
textMargin = "0";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
autoSize = "0";
groupNum = "-1";
buttonType = "PushButton";
useMouseEvents = "0";
position = "128 0";
extent = "32 32";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
minExtent = "8 2";
horizSizing = "right";
vertSizing = "bottom";
profile = "ToolsGuiDefaultProfile";
visible = "1";
active = "1";
command = "AssetBrowser.openAssetSettings();";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
tooltipProfile = "GuiToolTipProfile";
tooltip = "Edit the editor settings for Assets.";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
hovertime = "1000";
isContainer = "0";
internalName = "editAssetSettingsButton";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
canSave = "1";
canSaveDynamicFields = "0";
buttonMargin = "-2 0";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
};
new GuiIconButtonCtrl() {
buttonMargin = "0 0";
bitmapAsset = "ToolsModule:warning_image";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
iconLocation = "Left";
sizeIconToButton = "0";
makeIconSquare = "0";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
textLocation = "Center";
textMargin = "0";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
autoSize = "0";
groupNum = "-1";
buttonType = "PushButton";
useMouseEvents = "0";
position = "160 0";
extent = "32 32";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
minExtent = "8 2";
horizSizing = "right";
vertSizing = "bottom";
profile = "ToolsGuiDefaultProfile";
visible = "1";
active = "1";
command = "AssetBrowser.autoImportSimpleLooseFiles();";
tooltipProfile = "GuiToolTipProfile";
tooltip = "Find all loose files that are of a \"simple\" type and automatically import them.";
hovertime = "1000";
isContainer = "0";
internalName = "AutoImportAssetButton";
canSave = "1";
canSaveDynamicFields = "0";
buttonMargin = "-2 0";
};
new GuiIconButtonCtrl() {
buttonMargin = "0 0";
bitmapAsset = "ToolsModule:console_image";
iconLocation = "Left";
sizeIconToButton = "0";
makeIconSquare = "0";
textLocation = "Center";
textMargin = "0";
autoSize = "0";
groupNum = "-1";
buttonType = "PushButton";
useMouseEvents = "0";
position = "192 0";
extent = "32 32";
minExtent = "8 2";
horizSizing = "right";
vertSizing = "bottom";
profile = "ToolsGuiDefaultProfile";
visible = "1";
active = "1";
command = "windowConsoleDlg.showWindow();";
tooltipProfile = "GuiToolTipProfile";
tooltip = "Open the console log in a window.";
hovertime = "1000";
isContainer = "0";
internalName = "ABwindowConsoleButton";
canSave = "1";
canSaveDynamicFields = "0";
buttonMargin = "-2 0";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
};
};
new GuiSplitContainer(AssetBrowser_MainSplit) {
orientation = "Vertical";
splitterSize = "2";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
splitPoint = "190 100";
fixedPanel = "None";
fixedSize = "280";
docking = "None";
margin = "0 0 0 0";
padding = "0 0 0 0";
anchorTop = "1";
anchorBottom = "0";
anchorLeft = "1";
anchorRight = "0";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
position = "3 56";
extent = getWord($pref::Video::mode, 0) - 360 - 2 SPC "280";
minExtent = "64 64";
horizSizing = "relative";
vertSizing = "height";
profile = "ToolsGuiSolidDefaultProfile";
visible = "1";
active = "1";
tooltipProfile = "GuiToolTipProfile";
hovertime = "1000";
isContainer = "1";
canSave = "1";
canSaveDynamicFields = "0";
new GuiPanel(AssetBrowser_FoldersPanel) {
docking = "Client";
margin = "0 0 0 0";
padding = "0 0 0 0";
anchorTop = "1";
anchorBottom = "0";
anchorLeft = "1";
anchorRight = "0";
position = "0 0";
extent = "188 280";
minExtent = "0 0";
horizSizing = "right";
vertSizing = "bottom";
profile = "ToolsGuiSolidDefaultProfile";
visible = "1";
active = "1";
tooltipProfile = "GuiToolTipProfile";
hovertime = "1000";
isContainer = "1";
internalName = "Panel1";
canSave = "1";
canSaveDynamicFields = "0";
new GuiContainer() {
margin = "0 0 0 0";
padding = "0 0 0 0";
anchorTop = "1";
anchorBottom = "0";
anchorLeft = "1";
anchorRight = "0";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
position = "0 -4";
extent = "188 25";
minExtent = "8 2";
horizSizing = "width";
vertSizing = "bottom";
profile = "inspectorStyleRolloutDarkProfile";
visible = "1";
active = "1";
tooltipProfile = "GuiToolTipProfile";
hovertime = "1000";
isContainer = "1";
canSave = "1";
canSaveDynamicFields = "0";
new GuiTextEditCtrl(AssetBrowserFolderSearchFilter) {
historySize = "0";
tabComplete = "0";
sinkAllKeyEvents = "0";
password = "0";
passwordMask = "*";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
placeholderText = "Search Folders...";
maxLength = "1024";
margin = "0 0 0 0";
padding = "0 0 0 0";
anchorTop = "1";
anchorBottom = "0";
anchorLeft = "1";
anchorRight = "0";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
position = "0 3";
extent = "189 18";
minExtent = "8 2";
horizSizing = "width";
vertSizing = "height";
profile = "ToolsGuiTextEditProfile";
visible = "1";
active = "1";
tooltipProfile = "GuiToolTipProfile";
hovertime = "1000";
isContainer = "1";
class = "AssetBrowserSearchFilterTxt";
canSave = "1";
canSaveDynamicFields = "0";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
command="AssetBrowserFolderSearchFilter.onEdited();";
};
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
new GuiBitmapButtonCtrl() {
bitmapAsset = "ToolsModule:zoom_image";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
bitmapMode = "Stretched";
autoFitExtents = "0";
useModifiers = "0";
useStates = "1";
masked = "0";
groupNum = "-1";
buttonType = "PushButton";
useMouseEvents = "0";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
position = "173 4";
extent = "16 16";
minExtent = "8 2";
horizSizing = "left";
vertSizing = "bottom";
profile = "GuiDefaultProfile";
visible = "1";
active = "1";
tooltipProfile = "GuiToolTipProfile";
hovertime = "1000";
isContainer = "0";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
internalName = "folderSearchBtn";
class = "AssetBrowserFolderSearchBtn";
canSave = "1";
canSaveDynamicFields = "0";
};
};
new GuiContainer(AssetBrowserTreePanel) {
margin = "0 0 0 0";
padding = "0 0 0 0";
anchorTop = "1";
anchorBottom = "0";
anchorLeft = "1";
anchorRight = "0";
position = "0 17";
extent = "188 260";
minExtent = "8 2";
horizSizing = "width";
vertSizing = "height";
profile = "ToolsGuiSolidDefaultProfile";
visible = "1";
active = "1";
tooltipProfile = "GuiToolTipProfile";
hovertime = "1000";
isContainer = "1";
canSave = "1";
canSaveDynamicFields = "0";
new GuiScrollCtrl(AssetBrowserTreeScroll) {
willFirstRespond = "1";
hScrollBar = "dynamic";
vScrollBar = "dynamic";
lockHorizScroll = "0";
lockVertScroll = "0";
constantThumbHeight = "0";
childMargin = "0 0";
mouseWheelScrollSpeed = "-1";
docking = "Client";
margin = "0 0 0 0";
padding = "0 0 0 0";
anchorTop = "1";
anchorBottom = "0";
anchorLeft = "1";
anchorRight = "0";
position = "0 0";
extent = "188 260";
minExtent = "8 8";
horizSizing = "width";
vertSizing = "height";
profile = "GuiEditorScrollProfile";
visible = "1";
active = "1";
tooltipProfile = "ToolsGuiSolidDefaultProfile";
hovertime = "1000";
isContainer = "1";
canSave = "1";
canSaveDynamicFields = "0";
new GuiTreeViewCtrl(AssetBrowserFilterTree) {
tabSize = "16";
textOffset = "2";
fullRowSelect = "0";
itemHeight = "21";
destroyTreeOnSleep = "1";
mouseDragging = "1";
multipleSelections = "1";
deleteObjectAllowed = "1";
dragToItemAllowed = "1";
clearAllOnSingleSelection = "1";
showRoot = "1";
useInspectorTooltips = "0";
tooltipOnWidthOnly = "0";
showObjectIds = "1";
showClassNames = "1";
showObjectNames = "1";
showInternalNames = "1";
showClassNameForUnnamedObjects = "0";
compareToObjectID = "1";
canRenameObjects = "1";
renameInternal = "0";
position = "1 1";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
extent = "186 2";
minExtent = "8 2";
horizSizing = "right";
vertSizing = "bottom";
profile = "ToolsGuiTreeViewProfile";
visible = "1";
active = "1";
tooltipProfile = "GuiToolTipProfile";
hovertime = "1000";
isContainer = "1";
internalName = "filterTree";
canSave = "1";
canSaveDynamicFields = "0";
};
};
};
};
new GuiPanel(AssetBrowser_AssetsPanel) {
docking = "Client";
margin = "0 0 0 0";
padding = "0 0 0 0";
anchorTop = "1";
anchorBottom = "0";
anchorLeft = "1";
anchorRight = "0";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
position = "192 0";
extent = "416 260";
minExtent = "16 16";
horizSizing = "right";
vertSizing = "bottom";
profile = "ToolsGuiSolidDefaultProfile";
visible = "1";
active = "1";
tooltipProfile = "GuiToolTipProfile";
hovertime = "1000";
isContainer = "1";
internalName = "panel2";
canSave = "1";
canSaveDynamicFields = "0";
new GuiContainer() {
margin = "0 0 0 0";
padding = "0 0 0 0";
anchorTop = "1";
anchorBottom = "0";
anchorLeft = "1";
anchorRight = "0";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
position = "0 0";
extent = "418 20";
minExtent = "8 2";
horizSizing = "width";
vertSizing = "bottom";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
profile = "GuiDefaultProfile";
visible = "1";
active = "1";
tooltipProfile = "GuiToolTipProfile";
hovertime = "1000";
isContainer = "1";
canSave = "1";
canSaveDynamicFields = "0";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
new GuiBitmapButtonCtrl(AssetBrowser_NavigateBackBtn) {
bitmapAsset = "ToolsModule:folderUp_image";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
bitmapMode = "Centered";
autoFitExtents = "0";
useModifiers = "0";
useStates = "1";
masked = "0";
groupNum = "-1";
buttonType = "PushButton";
useMouseEvents = "0";
position = "0 0";
extent = "22 22";
minExtent = "8 2";
horizSizing = "right";
vertSizing = "bottom";
profile = "GuiDefaultProfile";
visible = "1";
active = "1";
command = "AssetBrowser.navigateHistoryBack();";
tooltipProfile = "GuiToolTipProfile";
tooltip = "Navigate Back in history";
hovertime = "1000";
isContainer = "0";
canSave = "1";
canSaveDynamicFields = "0";
};
new GuiBitmapButtonCtrl(AssetBrowser_NavigateForwardBtn) {
bitmapAsset = "ToolsModule:folderDown_image";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
bitmapMode = "Centered";
autoFitExtents = "0";
useModifiers = "0";
useStates = "1";
masked = "0";
groupNum = "-1";
buttonType = "PushButton";
useMouseEvents = "0";
position = "22 0";
extent = "22 22";
minExtent = "8 2";
horizSizing = "right";
vertSizing = "bottom";
profile = "GuiDefaultProfile";
visible = "1";
active = "1";
command = "AssetBrowser.navigateHistoryForward();";
tooltipProfile = "GuiToolTipProfile";
tooltip = "Navigate forward in history";
hovertime = "1000";
isContainer = "0";
canSave = "1";
canSaveDynamicFields = "0";
};
new GuiStackControl(AssetBrowser_BreadcrumbBar) {
stackingType = "Horizontal";
horizStacking = "Left to Right";
vertStacking = "Top to Bottom";
padding = "0";
dynamicSize = "0";
dynamicNonStackExtent = "0";
dynamicPos = "0";
changeChildSizeToFit = "0";
changeChildPosition = "1";
position = "52 0";
extent = "365 23";
minExtent = "16 16";
horizSizing = "width";
vertSizing = "bottom";
profile = "GuiDefaultProfile";
visible = "1";
active = "1";
tooltipProfile = "GuiToolTipProfile";
hovertime = "1000";
isContainer = "1";
canSave = "1";
canSaveDynamicFields = "0";
};
new GuiTextEditCtrl() {
historySize = "0";
tabComplete = "0";
sinkAllKeyEvents = "0";
password = "0";
passwordMask = "*";
maxLength = "1024";
margin = "0 0 0 0";
padding = "0 0 0 0";
anchorTop = "1";
anchorBottom = "0";
anchorLeft = "1";
anchorRight = "0";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
position = "48 0";
extent = "369 18";
minExtent = "8 2";
horizSizing = "width";
vertSizing = "bottom";
profile = "ToolsGuiTextEditProfile";
visible = "1";
active = "1";
tooltipProfile = "GuiToolTipProfile";
hovertime = "1000";
isContainer = "1";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
internalName = "NavPath";
class = "assetBrowserNavPath";
canSave = "1";
canSaveDynamicFields = "0";
};
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
};
new GuiContainer() {
margin = "0 0 0 0";
padding = "0 0 0 0";
anchorTop = "1";
anchorBottom = "0";
anchorLeft = "1";
anchorRight = "0";
position = "1 20";
extent = "416 19";
minExtent = "8 2";
horizSizing = "width";
vertSizing = "bottom";
profile = "inspectorStyleRolloutDarkProfile";
visible = "1";
active = "1";
tooltipProfile = "GuiToolTipProfile";
hovertime = "1000";
isContainer = "1";
canSave = "1";
canSaveDynamicFields = "0";
new GuiBitmapButtonCtrl(AssetBrowser_VisibilityOptions) {
bitmapAsset = "ToolsModule:visible_n_image";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
bitmapMode = "Centered";
autoFitExtents = "0";
useModifiers = "0";
useStates = "1";
masked = "0";
groupNum = "-1";
buttonType = "PushButton";
useMouseEvents = "0";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
position = "0 0";
extent = "23 23";
minExtent = "8 2";
horizSizing = "right";
vertSizing = "bottom";
profile = "ToolsGuiSolidDefaultProfile";
visible = "1";
active = "1";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
command = "AssetBrowser.showVisibiltyOptions();";
tooltipProfile = "GuiToolTipProfile";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
tooltip = "Visibility Options";
hovertime = "1000";
isContainer = "0";
canSave = "1";
canSaveDynamicFields = "0";
};
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
new GuiTextEditCtrl(AssetBrowserSearchFilter) {
historySize = "0";
tabComplete = "0";
sinkAllKeyEvents = "0";
password = "0";
passwordMask = "*";
placeHolderText = "Search Assets...";
maxLength = "1024";
margin = "0 0 0 0";
padding = "0 0 0 0";
anchorTop = "1";
anchorBottom = "0";
anchorLeft = "1";
anchorRight = "0";
position = "22 1";
extent = "375 18";
minExtent = "8 2";
horizSizing = "width";
vertSizing = "bottom";
profile = "ToolsGuiTextEditProfile";
visible = "1";
active = "1";
tooltipProfile = "GuiToolTipProfile";
hovertime = "1000";
isContainer = "1";
class = "AssetBrowserSearchFilterTxt";
canSave = "1";
canSaveDynamicFields = "0";
command="AssetBrowserSearchFilter.onEdited();";
};
new GuiBitmapButtonCtrl() {
bitmapAsset = "ToolsModule:zoom_image";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
bitmapMode = "Stretched";
autoFitExtents = "0";
useModifiers = "0";
useStates = "1";
masked = "0";
groupNum = "-1";
buttonType = "PushButton";
useMouseEvents = "0";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
position = "383 1";
extent = "15 15";
minExtent = "8 2";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
horizSizing = "left";
vertSizing = "bottom";
profile = "ToolsGuiSolidDefaultProfile";
visible = "1";
active = "1";
tooltipProfile = "GuiToolTipProfile";
hovertime = "1000";
isContainer = "0";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
internalName = "assetSearchBtn";
class = "AssetBrowserAssetSearchBtn";
canSave = "1";
canSaveDynamicFields = "0";
};
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
new GuiBitmapButtonCtrl() {
bitmapAsset = "ToolsModule:save_icon_n_image";
bitmapMode = "Stretched";
autoFitExtents = "0";
useModifiers = "0";
useStates = "1";
masked = "0";
groupNum = "-1";
buttonType = "PushButton";
useMouseEvents = "0";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
position = "399 1";
extent = "15 15";
minExtent = "8 2";
horizSizing = "left";
vertSizing = "bottom";
profile = "ToolsGuiSolidDefaultProfile";
visible = "1";
active = "1";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
command = "Canvas.pushDialog(CreateNewCollectionSetCtrl);";
tooltipProfile = "GuiToolTipProfile";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
tooltip = "Save current search parameters as a collectionset";
hovertime = "1000";
isContainer = "0";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
internalName = "saveSearchAsCollectionBtn";
canSave = "1";
canSaveDynamicFields = "0";
};
};
new GuiContainer(AssetListContainer) {
margin = "0 0 0 0";
padding = "0 0 0 0";
anchorTop = "1";
anchorBottom = "0";
anchorLeft = "1";
anchorRight = "1";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
position = "1 37";
extent = "416 240";
minExtent = "8 2";
horizSizing = "width";
vertSizing = "height";
profile = "ToolsGuiSolidDefaultProfile";
visible = "1";
active = "1";
tooltipProfile = "GuiToolTipProfile";
hovertime = "1000";
isContainer = "1";
canSave = "1";
canSaveDynamicFields = "0";
new GuiScrollCtrl(AssetListPanel) {
willFirstRespond = "1";
hScrollBar = "alwaysOff";
vScrollBar = "dynamic";
lockHorizScroll = "1";
lockVertScroll = "0";
constantThumbHeight = "0";
childMargin = "0 0";
mouseWheelScrollSpeed = "-1";
docking = "Client";
margin = "0 0 0 0";
padding = "0 0 0 0";
anchorTop = "1";
anchorBottom = "0";
anchorLeft = "1";
anchorRight = "0";
position = "0 0";
extent = "416 220";
minExtent = "8 8";
horizSizing = "width";
vertSizing = "height";
profile = "GuiEditorScrollProfile";
visible = "1";
active = "1";
tooltipProfile = "ToolsGuiSolidDefaultProfile";
hovertime = "1000";
isContainer = "1";
canSave = "1";
canSaveDynamicFields = "0";
new GuiMouseEventCtrl(AssetListPanelInputs) {
lockMouse = "0";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
position = "1 1";
extent = "414 220";
minExtent = "8 2";
horizSizing = "width";
vertSizing = "height";
profile = "GuiDefaultProfile";
visible = "1";
active = "1";
tooltipProfile = "GuiToolTipProfile";
hovertime = "1000";
isContainer = "0";
canSave = "1";
canSaveDynamicFields = "0";
};
- Fixes the display of the preview in the MaterialAsset fields - Hides the special-case direct filepath field for ShapeAsset persist fields macro - Shifts the handling of TSStatics so the shape instance will load materials on the server as well as the client. This opens gameplay options as well as allowing rebaking of meshes functionality more easily - Expands AssetBase's isValidAsset utility function to actually check validity instead of just returning true - Adds isValid utility function to AssetPtr - Added new field flag that makes the field not write out to file - Removed legacy iconBitmap field from GuiIconButtonCtrl because it was causing errors - Fixed group filtering check of guiInspector to ignore case - Removed unneeded isFile checks for common datablock script files in Prototyping module script - Removed test datablocks from Prototyping module - Removed unnecessary container control from AssetBrowser - Adjusted preview regen logic of AssetBrowser so it doesn't trip if you're simply resizing the window - Fixed issue where row-vs-column layout logic for AssetBrowser when resizing window was fiddly - Added handling for when Dragging and Dropping datablock from AssetBrowser to spawn, it'll prompt if it spawns the actual object, or a spawnsphere that spawns said object. In the event of an PlayerData will also prompt if it should spawn an AIPlayer - Added ability to take a TSStatic that uses a baked down mesh and are able to restore it to the cache prefab, or trigger and in-place rebake to refresh it if something has changed in the original contents via RMB menu on the scene tree - Added ability to explode prefab to RMB menu on scene tree - Added ability to convert selection to prefab or bake to mesh in RMB menu on scene tree - Tweaked sizing of the DatablockEditorCreatePrompt window to not have cut off elements and easier to see/work with - Added sanity check to datablock editor creation - Fixed preview display of material in Decal Editor - Made compositeTextureEditor use the cached preview of images - Fixed sizing/spacing of gui selection dropdown as well as resolution dropdown of GuiEditor - Fixes MaterialEditor to properly save the group collapse state when editing - Adds ability to in-flow edit and create datablocks in the NavMesh Editor for the testing panel, and makes the datablock dropdown searchable - Fixed issue where opening the ShapeEditor via the edit button on a ShapeAsset field would cause the action buttons on the top bar to not show - Fixed error in shape editor where when exiting it was erroneously checking for a clear value of -1 rather than 0 - Removed unneeded top tabbook and tab page for main editor panel - Fixed issue where reset button of TerrainBrush Softness Curve editor didn't actually reset - Resized Object Builder window to not cut off elements and have enough width to show more data - Added a TypeCommand field type to Object Builder and changed spawnscript field of SpawnSphere to use it rather than a simple text edit field - Allow SpawnSphere in ObjectBuilder to be passed in spawn class and spawn datablock default info - Injects button to controllable objects when Inspecting them to make it easy to toggle if you're in control of it or not -
2025-08-25 23:35:28 -05:00
new GuiDynamicCtrlArrayControl() {
colCount = "4";
colSize = "100";
rowCount = "1";
rowSize = "120";
rowSpacing = "2";
colSpacing = "2";
frozen = "0";
autoCellSize = "1";
fillRowFirst = "1";
dynamicSize = "1";
- Fixes the display of the preview in the MaterialAsset fields - Hides the special-case direct filepath field for ShapeAsset persist fields macro - Shifts the handling of TSStatics so the shape instance will load materials on the server as well as the client. This opens gameplay options as well as allowing rebaking of meshes functionality more easily - Expands AssetBase's isValidAsset utility function to actually check validity instead of just returning true - Adds isValid utility function to AssetPtr - Added new field flag that makes the field not write out to file - Removed legacy iconBitmap field from GuiIconButtonCtrl because it was causing errors - Fixed group filtering check of guiInspector to ignore case - Removed unneeded isFile checks for common datablock script files in Prototyping module script - Removed test datablocks from Prototyping module - Removed unnecessary container control from AssetBrowser - Adjusted preview regen logic of AssetBrowser so it doesn't trip if you're simply resizing the window - Fixed issue where row-vs-column layout logic for AssetBrowser when resizing window was fiddly - Added handling for when Dragging and Dropping datablock from AssetBrowser to spawn, it'll prompt if it spawns the actual object, or a spawnsphere that spawns said object. In the event of an PlayerData will also prompt if it should spawn an AIPlayer - Added ability to take a TSStatic that uses a baked down mesh and are able to restore it to the cache prefab, or trigger and in-place rebake to refresh it if something has changed in the original contents via RMB menu on the scene tree - Added ability to explode prefab to RMB menu on scene tree - Added ability to convert selection to prefab or bake to mesh in RMB menu on scene tree - Tweaked sizing of the DatablockEditorCreatePrompt window to not have cut off elements and easier to see/work with - Added sanity check to datablock editor creation - Fixed preview display of material in Decal Editor - Made compositeTextureEditor use the cached preview of images - Fixed sizing/spacing of gui selection dropdown as well as resolution dropdown of GuiEditor - Fixes MaterialEditor to properly save the group collapse state when editing - Adds ability to in-flow edit and create datablocks in the NavMesh Editor for the testing panel, and makes the datablock dropdown searchable - Fixed issue where opening the ShapeEditor via the edit button on a ShapeAsset field would cause the action buttons on the top bar to not show - Fixed error in shape editor where when exiting it was erroneously checking for a clear value of -1 rather than 0 - Removed unneeded top tabbook and tab page for main editor panel - Fixed issue where reset button of TerrainBrush Softness Curve editor didn't actually reset - Resized Object Builder window to not cut off elements and have enough width to show more data - Added a TypeCommand field type to Object Builder and changed spawnscript field of SpawnSphere to use it rather than a simple text edit field - Allow SpawnSphere in ObjectBuilder to be passed in spawn class and spawn datablock default info - Injects button to controllable objects when Inspecting them to make it easy to toggle if you're in control of it or not -
2025-08-25 23:35:28 -05:00
padding = "0 0 0 0";
position = "3 0";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
extent = "414 120";
- Fixes the display of the preview in the MaterialAsset fields - Hides the special-case direct filepath field for ShapeAsset persist fields macro - Shifts the handling of TSStatics so the shape instance will load materials on the server as well as the client. This opens gameplay options as well as allowing rebaking of meshes functionality more easily - Expands AssetBase's isValidAsset utility function to actually check validity instead of just returning true - Adds isValid utility function to AssetPtr - Added new field flag that makes the field not write out to file - Removed legacy iconBitmap field from GuiIconButtonCtrl because it was causing errors - Fixed group filtering check of guiInspector to ignore case - Removed unneeded isFile checks for common datablock script files in Prototyping module script - Removed test datablocks from Prototyping module - Removed unnecessary container control from AssetBrowser - Adjusted preview regen logic of AssetBrowser so it doesn't trip if you're simply resizing the window - Fixed issue where row-vs-column layout logic for AssetBrowser when resizing window was fiddly - Added handling for when Dragging and Dropping datablock from AssetBrowser to spawn, it'll prompt if it spawns the actual object, or a spawnsphere that spawns said object. In the event of an PlayerData will also prompt if it should spawn an AIPlayer - Added ability to take a TSStatic that uses a baked down mesh and are able to restore it to the cache prefab, or trigger and in-place rebake to refresh it if something has changed in the original contents via RMB menu on the scene tree - Added ability to explode prefab to RMB menu on scene tree - Added ability to convert selection to prefab or bake to mesh in RMB menu on scene tree - Tweaked sizing of the DatablockEditorCreatePrompt window to not have cut off elements and easier to see/work with - Added sanity check to datablock editor creation - Fixed preview display of material in Decal Editor - Made compositeTextureEditor use the cached preview of images - Fixed sizing/spacing of gui selection dropdown as well as resolution dropdown of GuiEditor - Fixes MaterialEditor to properly save the group collapse state when editing - Adds ability to in-flow edit and create datablocks in the NavMesh Editor for the testing panel, and makes the datablock dropdown searchable - Fixed issue where opening the ShapeEditor via the edit button on a ShapeAsset field would cause the action buttons on the top bar to not show - Fixed error in shape editor where when exiting it was erroneously checking for a clear value of -1 rather than 0 - Removed unneeded top tabbook and tab page for main editor panel - Fixed issue where reset button of TerrainBrush Softness Curve editor didn't actually reset - Resized Object Builder window to not cut off elements and have enough width to show more data - Added a TypeCommand field type to Object Builder and changed spawnscript field of SpawnSphere to use it rather than a simple text edit field - Allow SpawnSphere in ObjectBuilder to be passed in spawn class and spawn datablock default info - Injects button to controllable objects when Inspecting them to make it easy to toggle if you're in control of it or not -
2025-08-25 23:35:28 -05:00
minExtent = "8 8";
horizSizing = "width";
vertSizing = "bottom";
- Fixes the display of the preview in the MaterialAsset fields - Hides the special-case direct filepath field for ShapeAsset persist fields macro - Shifts the handling of TSStatics so the shape instance will load materials on the server as well as the client. This opens gameplay options as well as allowing rebaking of meshes functionality more easily - Expands AssetBase's isValidAsset utility function to actually check validity instead of just returning true - Adds isValid utility function to AssetPtr - Added new field flag that makes the field not write out to file - Removed legacy iconBitmap field from GuiIconButtonCtrl because it was causing errors - Fixed group filtering check of guiInspector to ignore case - Removed unneeded isFile checks for common datablock script files in Prototyping module script - Removed test datablocks from Prototyping module - Removed unnecessary container control from AssetBrowser - Adjusted preview regen logic of AssetBrowser so it doesn't trip if you're simply resizing the window - Fixed issue where row-vs-column layout logic for AssetBrowser when resizing window was fiddly - Added handling for when Dragging and Dropping datablock from AssetBrowser to spawn, it'll prompt if it spawns the actual object, or a spawnsphere that spawns said object. In the event of an PlayerData will also prompt if it should spawn an AIPlayer - Added ability to take a TSStatic that uses a baked down mesh and are able to restore it to the cache prefab, or trigger and in-place rebake to refresh it if something has changed in the original contents via RMB menu on the scene tree - Added ability to explode prefab to RMB menu on scene tree - Added ability to convert selection to prefab or bake to mesh in RMB menu on scene tree - Tweaked sizing of the DatablockEditorCreatePrompt window to not have cut off elements and easier to see/work with - Added sanity check to datablock editor creation - Fixed preview display of material in Decal Editor - Made compositeTextureEditor use the cached preview of images - Fixed sizing/spacing of gui selection dropdown as well as resolution dropdown of GuiEditor - Fixes MaterialEditor to properly save the group collapse state when editing - Adds ability to in-flow edit and create datablocks in the NavMesh Editor for the testing panel, and makes the datablock dropdown searchable - Fixed issue where opening the ShapeEditor via the edit button on a ShapeAsset field would cause the action buttons on the top bar to not show - Fixed error in shape editor where when exiting it was erroneously checking for a clear value of -1 rather than 0 - Removed unneeded top tabbook and tab page for main editor panel - Fixed issue where reset button of TerrainBrush Softness Curve editor didn't actually reset - Resized Object Builder window to not cut off elements and have enough width to show more data - Added a TypeCommand field type to Object Builder and changed spawnscript field of SpawnSphere to use it rather than a simple text edit field - Allow SpawnSphere in ObjectBuilder to be passed in spawn class and spawn datablock default info - Injects button to controllable objects when Inspecting them to make it easy to toggle if you're in control of it or not -
2025-08-25 23:35:28 -05:00
profile = "ToolsGuiDefaultNonModalProfile";
visible = "1";
active = "1";
tooltipProfile = "GuiToolTipProfile";
hovertime = "1000";
isContainer = "1";
- Fixes the display of the preview in the MaterialAsset fields - Hides the special-case direct filepath field for ShapeAsset persist fields macro - Shifts the handling of TSStatics so the shape instance will load materials on the server as well as the client. This opens gameplay options as well as allowing rebaking of meshes functionality more easily - Expands AssetBase's isValidAsset utility function to actually check validity instead of just returning true - Adds isValid utility function to AssetPtr - Added new field flag that makes the field not write out to file - Removed legacy iconBitmap field from GuiIconButtonCtrl because it was causing errors - Fixed group filtering check of guiInspector to ignore case - Removed unneeded isFile checks for common datablock script files in Prototyping module script - Removed test datablocks from Prototyping module - Removed unnecessary container control from AssetBrowser - Adjusted preview regen logic of AssetBrowser so it doesn't trip if you're simply resizing the window - Fixed issue where row-vs-column layout logic for AssetBrowser when resizing window was fiddly - Added handling for when Dragging and Dropping datablock from AssetBrowser to spawn, it'll prompt if it spawns the actual object, or a spawnsphere that spawns said object. In the event of an PlayerData will also prompt if it should spawn an AIPlayer - Added ability to take a TSStatic that uses a baked down mesh and are able to restore it to the cache prefab, or trigger and in-place rebake to refresh it if something has changed in the original contents via RMB menu on the scene tree - Added ability to explode prefab to RMB menu on scene tree - Added ability to convert selection to prefab or bake to mesh in RMB menu on scene tree - Tweaked sizing of the DatablockEditorCreatePrompt window to not have cut off elements and easier to see/work with - Added sanity check to datablock editor creation - Fixed preview display of material in Decal Editor - Made compositeTextureEditor use the cached preview of images - Fixed sizing/spacing of gui selection dropdown as well as resolution dropdown of GuiEditor - Fixes MaterialEditor to properly save the group collapse state when editing - Adds ability to in-flow edit and create datablocks in the NavMesh Editor for the testing panel, and makes the datablock dropdown searchable - Fixed issue where opening the ShapeEditor via the edit button on a ShapeAsset field would cause the action buttons on the top bar to not show - Fixed error in shape editor where when exiting it was erroneously checking for a clear value of -1 rather than 0 - Removed unneeded top tabbook and tab page for main editor panel - Fixed issue where reset button of TerrainBrush Softness Curve editor didn't actually reset - Resized Object Builder window to not cut off elements and have enough width to show more data - Added a TypeCommand field type to Object Builder and changed spawnscript field of SpawnSphere to use it rather than a simple text edit field - Allow SpawnSphere in ObjectBuilder to be passed in spawn class and spawn datablock default info - Injects button to controllable objects when Inspecting them to make it easy to toggle if you're in control of it or not -
2025-08-25 23:35:28 -05:00
internalName = "assetList";
canSave = "1";
canSaveDynamicFields = "0";
};
};
new GuiContainer() {
docking = "Bottom";
margin = "0 0 0 0";
padding = "0 0 0 0";
anchorTop = "1";
anchorBottom = "0";
anchorLeft = "1";
anchorRight = "0";
position = "0 220";
extent = "300 16";
minExtent = "8 2";
horizSizing = "width";
vertSizing = "top";
profile = "ToolsGuiSolidDefaultProfile";
visible = "1";
active = "1";
tooltipProfile = "GuiToolTipProfile";
hovertime = "1000";
isContainer = "1";
internalName = "materialPreviewControlContainer";
canSave = "1";
canSaveDynamicFields = "0";
};
new GuiTextCtrl(AssetBrowser_FooterText) {
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
text = "0 Assets";
maxLength = "1024";
margin = "0 0 0 0";
padding = "0 0 0 0";
anchorTop = "1";
anchorBottom = "0";
anchorLeft = "1";
anchorRight = "0";
position = "0 220";
extent = "269 23";
minExtent = "8 2";
horizSizing = "right";
vertSizing = "top";
profile = "ToolsGuiTextProfile";
visible = "1";
active = "1";
tooltipProfile = "GuiToolTipProfile";
hovertime = "1000";
isContainer = "1";
canSave = "1";
canSaveDynamicFields = "0";
};
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
new GuiBitmapButtonCtrl(AssetBrowser_ToggleFolderPanel) {
bitmapAsset = "ToolsModule:previous_image";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
bitmapMode = "Stretched";
autoFitExtents = "0";
useModifiers = "0";
useStates = "1";
masked = "0";
groupNum = "-1";
buttonType = "PushButton";
useMouseEvents = "0";
position = "-2 120";
extent = "16 16";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
minExtent = "8 2";
horizSizing = "right";
vertSizing = "center";
profile = "ToolsGuiSolidDefaultProfile";
visible = "1";
active = "1";
command = "AssetBrowser.toggleFolderCollapseButton();";
tooltipProfile = "GuiToolTipProfile";
tooltip = "Toggles the display of the folders panel";
hovertime = "1000";
isContainer = "0";
canSave = "1";
canSaveDynamicFields = "0";
};
};
};
};
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
new GuiButtonCtrl() {
text = "Select";
groupNum = "-1";
buttonType = "PushButton";
useMouseEvents = "0";
position = getWord($pref::Video::mode, 0) - 420 SPC 340;
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
extent = "53 19";
minExtent = "8 2";
horizSizing = "left";
vertSizing = "top";
profile = "ToolsGuiButtonProfile";
visible = "0";
active = "1";
command = "AssetBrowser.selectAsset( AssetBrowser.selectedAsset );";
tooltipProfile = "GuiToolTipProfile";
hovertime = "1000";
isContainer = "0";
internalName = "SelectButton";
hidden = "1";
canSave = "1";
canSaveDynamicFields = "0";
};
Adjusted callback handling of asset inspector fields when invoking AB to select asset for more consistent behavior and better handling of updating the objects and inspector Added logic to forcefully acquire newly imported asset definition to better try and ensure it's loaded immediately after import Added logic to asset importer so if a file is not found for an importing material asset, if populate maps is on, then it will try and find a matching image asset in the destination module Added logic to tsStatic to better handle fields being updated via the editor, forcing updates and refreshes of the shape and materialSlots Fixed handling of guiBitmapButtonCtrl so it will update the bitmap used when edited via the Gui Editor Updated image ref to the hudFill image asset for the console GUI Cleaned up names for the default camera model/material Defaulted import config to utilize the Prune action instead of rename for more predictable default behavior Added icons next to AB's preview slider bar for additional visual feedback of slider intent Added missing checkbox to asset import window and cleaned up scaling behavior Fixed handling of drag-n-drop behavior in GUI editor so it doesn't block further interaction Added logic for drag-n-drop of image assets to GUI Editor so it will create a GuiBitmapCtrl with the image Added handling for drag-n-drop import of folders of assets to AB/Asset Import Added missing asset import config option to indicate if config supported import of sound assets Added logic when opening asset import config editor, where if there is a default import config set in the settings, it will open that one by default Hid the collision section of the import config editor, as those options are currently unutilized Improved behavior for Create New Folder window in the AB, now always pushing to the front, and also selecting the text by default, so the user can just start typing the new name Also added return and escape key accelerators to Create New Folder window for better UX Fixed display of editor windows, adding a distinct blue color to highlighted windows' title bar and fixing display of minimize/maximize/window/close buttons Moved GUIEditor's onControlDropped function to the AB script to match placement of sibling world editor function Fixed issue with material editor where the ORM Config map slot was getting the normal map instead of the correct ORM map
2021-11-26 16:40:15 -06:00
new GuiBitmapCtrl() {
bitmapAsset = "ToolsModule:smaller_image";
position = "5 338";
extent = "16 16";
Adjusted callback handling of asset inspector fields when invoking AB to select asset for more consistent behavior and better handling of updating the objects and inspector Added logic to forcefully acquire newly imported asset definition to better try and ensure it's loaded immediately after import Added logic to asset importer so if a file is not found for an importing material asset, if populate maps is on, then it will try and find a matching image asset in the destination module Added logic to tsStatic to better handle fields being updated via the editor, forcing updates and refreshes of the shape and materialSlots Fixed handling of guiBitmapButtonCtrl so it will update the bitmap used when edited via the Gui Editor Updated image ref to the hudFill image asset for the console GUI Cleaned up names for the default camera model/material Defaulted import config to utilize the Prune action instead of rename for more predictable default behavior Added icons next to AB's preview slider bar for additional visual feedback of slider intent Added missing checkbox to asset import window and cleaned up scaling behavior Fixed handling of drag-n-drop behavior in GUI editor so it doesn't block further interaction Added logic for drag-n-drop of image assets to GUI Editor so it will create a GuiBitmapCtrl with the image Added handling for drag-n-drop import of folders of assets to AB/Asset Import Added missing asset import config option to indicate if config supported import of sound assets Added logic when opening asset import config editor, where if there is a default import config set in the settings, it will open that one by default Hid the collision section of the import config editor, as those options are currently unutilized Improved behavior for Create New Folder window in the AB, now always pushing to the front, and also selecting the text by default, so the user can just start typing the new name Also added return and escape key accelerators to Create New Folder window for better UX Fixed display of editor windows, adding a distinct blue color to highlighted windows' title bar and fixing display of minimize/maximize/window/close buttons Moved GUIEditor's onControlDropped function to the AB script to match placement of sibling world editor function Fixed issue with material editor where the ORM Config map slot was getting the normal map instead of the correct ORM map
2021-11-26 16:40:15 -06:00
minExtent = "8 2";
Adjusted handling for the bitmap and bitmapAsset fields for guiBitmapButtonCtrl to forcefully update the button states when changed, ensuring that the bitmaps refresh when changed via the field Added callback for onResize to guiWindowCtrl so controls - such as the EditorTree - can be properly resized in certain circumstances when the window is changed Added getIncrement() and getRange() to GuiGameSettingsCtrl to better facilitate options manipulation on the script side Corrected some of the console method documentation strings in GuiGameSettingsCtrl Removed some unneeded, extraneous files and their asset definitions that came from odd import conversions. Where applicable, created cleaned up versions to make naming conventions and references stable Fixed canvas mode update text typo: FSAA -> FXAA Added logic to DOF, Light Rays, SSAO and Vignette postFX's to check both the preset setting AND the user preference before enabling. Shifted initialization order so PostFX's are loaded before we configure the canvas, to ensure stuff like the FXAAPostFX exists and can be toggled on on load Fixed multiple issues with options menu: When using gamepad, unable to navigate from categories to options. Fixed so can now traverse as normal Input limitations on gamepad necessitated changing of how setting applying happens, is now done as a 'apply or discard' prompt when leaving the options menu Added proper handling for adjusting settings with gamepad with left/right inputs Fixed issue where the unapplied change for an option was sometimes being processed as an object name rather than an implicit string. Now made to be explicit strings to avoid issue. Made the menu button input for "Select" to go from categories to options gamepad only, and hidden when in the options list Fixed issue where changing window mode didn't correctly affect resolution option. Now set up so changing this field correctly refreshes the resolution option. Specifically, when on borderless, the resolution field does not show, preventing confusion as it is always full resolution Generally have the options list refresh when changes happen to allow any and all fields to be able to dynamically respond to other options having changed improving flexibility. Cleaned up old, unused, commented out functions Added ability on OKCancel message boxes to override the button text if needed Fixed issue with AssetBrowser where the shrink/grow icons next to the preview size slider were not anchored correctly. Adjusted callback logic so if preview slider is clicked on, rather than dragged, it will correctly update the zoom values Added sorting to Modules List dropdown for the AssetBrowser Improved standardization of double-clicking in AssetBrowser. Now defaults to editing action if regularly browsing and selecting if in select mode. Still allows regular per-type overrides as normal Moved definition of GuiDisabledTextEditProfile to gui profiles.ed.tscript file, removed duplicates to stop error spam Adjusted default settings value for double-click action in AB to be edit to prevent unstable behavior Removed old file refs from Load Recent list in the default settings
2022-03-26 22:36:37 -05:00
horizSizing = "right";
Adjusted callback handling of asset inspector fields when invoking AB to select asset for more consistent behavior and better handling of updating the objects and inspector Added logic to forcefully acquire newly imported asset definition to better try and ensure it's loaded immediately after import Added logic to asset importer so if a file is not found for an importing material asset, if populate maps is on, then it will try and find a matching image asset in the destination module Added logic to tsStatic to better handle fields being updated via the editor, forcing updates and refreshes of the shape and materialSlots Fixed handling of guiBitmapButtonCtrl so it will update the bitmap used when edited via the Gui Editor Updated image ref to the hudFill image asset for the console GUI Cleaned up names for the default camera model/material Defaulted import config to utilize the Prune action instead of rename for more predictable default behavior Added icons next to AB's preview slider bar for additional visual feedback of slider intent Added missing checkbox to asset import window and cleaned up scaling behavior Fixed handling of drag-n-drop behavior in GUI editor so it doesn't block further interaction Added logic for drag-n-drop of image assets to GUI Editor so it will create a GuiBitmapCtrl with the image Added handling for drag-n-drop import of folders of assets to AB/Asset Import Added missing asset import config option to indicate if config supported import of sound assets Added logic when opening asset import config editor, where if there is a default import config set in the settings, it will open that one by default Hid the collision section of the import config editor, as those options are currently unutilized Improved behavior for Create New Folder window in the AB, now always pushing to the front, and also selecting the text by default, so the user can just start typing the new name Also added return and escape key accelerators to Create New Folder window for better UX Fixed display of editor windows, adding a distinct blue color to highlighted windows' title bar and fixing display of minimize/maximize/window/close buttons Moved GUIEditor's onControlDropped function to the AB script to match placement of sibling world editor function Fixed issue with material editor where the ORM Config map slot was getting the normal map instead of the correct ORM map
2021-11-26 16:40:15 -06:00
vertSizing = "top";
profile = "ToolsGuiDefaultProfile";
visible = "1";
active = "1";
tooltipProfile = "GuiToolTipProfile";
hovertime = "1000";
isContainer = "0";
canSave = "1";
canSaveDynamicFields = "0";
};
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
new GuiSliderCtrl() {
range = "0 2";
ticks = "5";
snap = "1";
value = "1";
useFillBar = "0";
fillBarColor = "255 255 255 255";
renderTicks = "0";
position = "24 340";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
extent = "75 20";
minExtent = "8 2";
horizSizing = "right";
vertSizing = "top";
profile = "GuiSliderProfile";
visible = "1";
active = "1";
tooltipProfile = "GuiToolTipProfile";
tooltip = "Controls the asset preview size. At minimum, it will render items as a list.";
hovertime = "1000";
isContainer = "0";
internalName = "previewSlider";
class = "assetBrowserPreviewSlider";
canSave = "1";
canSaveDynamicFields = "0";
Adjusted handling for the bitmap and bitmapAsset fields for guiBitmapButtonCtrl to forcefully update the button states when changed, ensuring that the bitmaps refresh when changed via the field Added callback for onResize to guiWindowCtrl so controls - such as the EditorTree - can be properly resized in certain circumstances when the window is changed Added getIncrement() and getRange() to GuiGameSettingsCtrl to better facilitate options manipulation on the script side Corrected some of the console method documentation strings in GuiGameSettingsCtrl Removed some unneeded, extraneous files and their asset definitions that came from odd import conversions. Where applicable, created cleaned up versions to make naming conventions and references stable Fixed canvas mode update text typo: FSAA -> FXAA Added logic to DOF, Light Rays, SSAO and Vignette postFX's to check both the preset setting AND the user preference before enabling. Shifted initialization order so PostFX's are loaded before we configure the canvas, to ensure stuff like the FXAAPostFX exists and can be toggled on on load Fixed multiple issues with options menu: When using gamepad, unable to navigate from categories to options. Fixed so can now traverse as normal Input limitations on gamepad necessitated changing of how setting applying happens, is now done as a 'apply or discard' prompt when leaving the options menu Added proper handling for adjusting settings with gamepad with left/right inputs Fixed issue where the unapplied change for an option was sometimes being processed as an object name rather than an implicit string. Now made to be explicit strings to avoid issue. Made the menu button input for "Select" to go from categories to options gamepad only, and hidden when in the options list Fixed issue where changing window mode didn't correctly affect resolution option. Now set up so changing this field correctly refreshes the resolution option. Specifically, when on borderless, the resolution field does not show, preventing confusion as it is always full resolution Generally have the options list refresh when changes happen to allow any and all fields to be able to dynamically respond to other options having changed improving flexibility. Cleaned up old, unused, commented out functions Added ability on OKCancel message boxes to override the button text if needed Fixed issue with AssetBrowser where the shrink/grow icons next to the preview size slider were not anchored correctly. Adjusted callback logic so if preview slider is clicked on, rather than dragged, it will correctly update the zoom values Added sorting to Modules List dropdown for the AssetBrowser Improved standardization of double-clicking in AssetBrowser. Now defaults to editing action if regularly browsing and selecting if in select mode. Still allows regular per-type overrides as normal Moved definition of GuiDisabledTextEditProfile to gui profiles.ed.tscript file, removed duplicates to stop error spam Adjusted default settings value for double-click action in AB to be edit to prevent unstable behavior Removed old file refs from Load Recent list in the default settings
2022-03-26 22:36:37 -05:00
command = "AssetBrowser-->previewSlider.onMouseDragged();";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
};
Adjusted callback handling of asset inspector fields when invoking AB to select asset for more consistent behavior and better handling of updating the objects and inspector Added logic to forcefully acquire newly imported asset definition to better try and ensure it's loaded immediately after import Added logic to asset importer so if a file is not found for an importing material asset, if populate maps is on, then it will try and find a matching image asset in the destination module Added logic to tsStatic to better handle fields being updated via the editor, forcing updates and refreshes of the shape and materialSlots Fixed handling of guiBitmapButtonCtrl so it will update the bitmap used when edited via the Gui Editor Updated image ref to the hudFill image asset for the console GUI Cleaned up names for the default camera model/material Defaulted import config to utilize the Prune action instead of rename for more predictable default behavior Added icons next to AB's preview slider bar for additional visual feedback of slider intent Added missing checkbox to asset import window and cleaned up scaling behavior Fixed handling of drag-n-drop behavior in GUI editor so it doesn't block further interaction Added logic for drag-n-drop of image assets to GUI Editor so it will create a GuiBitmapCtrl with the image Added handling for drag-n-drop import of folders of assets to AB/Asset Import Added missing asset import config option to indicate if config supported import of sound assets Added logic when opening asset import config editor, where if there is a default import config set in the settings, it will open that one by default Hid the collision section of the import config editor, as those options are currently unutilized Improved behavior for Create New Folder window in the AB, now always pushing to the front, and also selecting the text by default, so the user can just start typing the new name Also added return and escape key accelerators to Create New Folder window for better UX Fixed display of editor windows, adding a distinct blue color to highlighted windows' title bar and fixing display of minimize/maximize/window/close buttons Moved GUIEditor's onControlDropped function to the AB script to match placement of sibling world editor function Fixed issue with material editor where the ORM Config map slot was getting the normal map instead of the correct ORM map
2021-11-26 16:40:15 -06:00
new GuiBitmapCtrl() {
bitmapAsset = "ToolsModule:larger_image";
position = "103 338";
extent = "16 16";
Adjusted callback handling of asset inspector fields when invoking AB to select asset for more consistent behavior and better handling of updating the objects and inspector Added logic to forcefully acquire newly imported asset definition to better try and ensure it's loaded immediately after import Added logic to asset importer so if a file is not found for an importing material asset, if populate maps is on, then it will try and find a matching image asset in the destination module Added logic to tsStatic to better handle fields being updated via the editor, forcing updates and refreshes of the shape and materialSlots Fixed handling of guiBitmapButtonCtrl so it will update the bitmap used when edited via the Gui Editor Updated image ref to the hudFill image asset for the console GUI Cleaned up names for the default camera model/material Defaulted import config to utilize the Prune action instead of rename for more predictable default behavior Added icons next to AB's preview slider bar for additional visual feedback of slider intent Added missing checkbox to asset import window and cleaned up scaling behavior Fixed handling of drag-n-drop behavior in GUI editor so it doesn't block further interaction Added logic for drag-n-drop of image assets to GUI Editor so it will create a GuiBitmapCtrl with the image Added handling for drag-n-drop import of folders of assets to AB/Asset Import Added missing asset import config option to indicate if config supported import of sound assets Added logic when opening asset import config editor, where if there is a default import config set in the settings, it will open that one by default Hid the collision section of the import config editor, as those options are currently unutilized Improved behavior for Create New Folder window in the AB, now always pushing to the front, and also selecting the text by default, so the user can just start typing the new name Also added return and escape key accelerators to Create New Folder window for better UX Fixed display of editor windows, adding a distinct blue color to highlighted windows' title bar and fixing display of minimize/maximize/window/close buttons Moved GUIEditor's onControlDropped function to the AB script to match placement of sibling world editor function Fixed issue with material editor where the ORM Config map slot was getting the normal map instead of the correct ORM map
2021-11-26 16:40:15 -06:00
minExtent = "8 2";
Adjusted handling for the bitmap and bitmapAsset fields for guiBitmapButtonCtrl to forcefully update the button states when changed, ensuring that the bitmaps refresh when changed via the field Added callback for onResize to guiWindowCtrl so controls - such as the EditorTree - can be properly resized in certain circumstances when the window is changed Added getIncrement() and getRange() to GuiGameSettingsCtrl to better facilitate options manipulation on the script side Corrected some of the console method documentation strings in GuiGameSettingsCtrl Removed some unneeded, extraneous files and their asset definitions that came from odd import conversions. Where applicable, created cleaned up versions to make naming conventions and references stable Fixed canvas mode update text typo: FSAA -> FXAA Added logic to DOF, Light Rays, SSAO and Vignette postFX's to check both the preset setting AND the user preference before enabling. Shifted initialization order so PostFX's are loaded before we configure the canvas, to ensure stuff like the FXAAPostFX exists and can be toggled on on load Fixed multiple issues with options menu: When using gamepad, unable to navigate from categories to options. Fixed so can now traverse as normal Input limitations on gamepad necessitated changing of how setting applying happens, is now done as a 'apply or discard' prompt when leaving the options menu Added proper handling for adjusting settings with gamepad with left/right inputs Fixed issue where the unapplied change for an option was sometimes being processed as an object name rather than an implicit string. Now made to be explicit strings to avoid issue. Made the menu button input for "Select" to go from categories to options gamepad only, and hidden when in the options list Fixed issue where changing window mode didn't correctly affect resolution option. Now set up so changing this field correctly refreshes the resolution option. Specifically, when on borderless, the resolution field does not show, preventing confusion as it is always full resolution Generally have the options list refresh when changes happen to allow any and all fields to be able to dynamically respond to other options having changed improving flexibility. Cleaned up old, unused, commented out functions Added ability on OKCancel message boxes to override the button text if needed Fixed issue with AssetBrowser where the shrink/grow icons next to the preview size slider were not anchored correctly. Adjusted callback logic so if preview slider is clicked on, rather than dragged, it will correctly update the zoom values Added sorting to Modules List dropdown for the AssetBrowser Improved standardization of double-clicking in AssetBrowser. Now defaults to editing action if regularly browsing and selecting if in select mode. Still allows regular per-type overrides as normal Moved definition of GuiDisabledTextEditProfile to gui profiles.ed.tscript file, removed duplicates to stop error spam Adjusted default settings value for double-click action in AB to be edit to prevent unstable behavior Removed old file refs from Load Recent list in the default settings
2022-03-26 22:36:37 -05:00
horizSizing = "right";
Adjusted callback handling of asset inspector fields when invoking AB to select asset for more consistent behavior and better handling of updating the objects and inspector Added logic to forcefully acquire newly imported asset definition to better try and ensure it's loaded immediately after import Added logic to asset importer so if a file is not found for an importing material asset, if populate maps is on, then it will try and find a matching image asset in the destination module Added logic to tsStatic to better handle fields being updated via the editor, forcing updates and refreshes of the shape and materialSlots Fixed handling of guiBitmapButtonCtrl so it will update the bitmap used when edited via the Gui Editor Updated image ref to the hudFill image asset for the console GUI Cleaned up names for the default camera model/material Defaulted import config to utilize the Prune action instead of rename for more predictable default behavior Added icons next to AB's preview slider bar for additional visual feedback of slider intent Added missing checkbox to asset import window and cleaned up scaling behavior Fixed handling of drag-n-drop behavior in GUI editor so it doesn't block further interaction Added logic for drag-n-drop of image assets to GUI Editor so it will create a GuiBitmapCtrl with the image Added handling for drag-n-drop import of folders of assets to AB/Asset Import Added missing asset import config option to indicate if config supported import of sound assets Added logic when opening asset import config editor, where if there is a default import config set in the settings, it will open that one by default Hid the collision section of the import config editor, as those options are currently unutilized Improved behavior for Create New Folder window in the AB, now always pushing to the front, and also selecting the text by default, so the user can just start typing the new name Also added return and escape key accelerators to Create New Folder window for better UX Fixed display of editor windows, adding a distinct blue color to highlighted windows' title bar and fixing display of minimize/maximize/window/close buttons Moved GUIEditor's onControlDropped function to the AB script to match placement of sibling world editor function Fixed issue with material editor where the ORM Config map slot was getting the normal map instead of the correct ORM map
2021-11-26 16:40:15 -06:00
vertSizing = "top";
profile = "ToolsGuiDefaultProfile";
visible = "1";
active = "1";
tooltipProfile = "GuiToolTipProfile";
hovertime = "1000";
isContainer = "0";
canSave = "1";
canSaveDynamicFields = "0";
};
new GuiBitmapButtonCtrl(AssetBrowserWindow_UnDockBtn) {
canSaveDynamicFields = "0";
internalName = "";
Enabled = "1";
isContainer = "0";
Profile = "ToolsGuiButtonProfile";
HorizSizing = "left";
VertSizing = "bottom";
Position = getWord($pref::Video::mode, 0) - 407 SPC "1";
Extent = "18 18";
MinExtent = "8 8";
canSave = "1";
Visible = "1";
Command = "AssetBrowserWindow.releasePanel();";
tooltipprofile = "ToolsGuiToolTipProfile";
ToolTip = "Detach Panel";
hovertime = "1000";
bitmapAsset = "ToolsModule:panel_undock_n_image";
text = "";
groupNum = "-1";
buttonType = "PushButton";
useMouseEvents = "0";
};
new GuiBitmapButtonCtrl(AssetBrowserWindow_DockBtn) {
canSaveDynamicFields = "0";
internalName = "";
Enabled = "1";
isContainer = "0";
Profile = "ToolsGuiButtonProfile";
HorizSizing = "left";
VertSizing = "bottom";
Position = getWord($pref::Video::mode, 0) - 407 SPC "1";
Extent = "18 18";
MinExtent = "8 8";
canSave = "1";
Visible = "0";
Command = "AssetBrowserWindow.dockPanel();";
tooltipprofile = "ToolsGuiToolTipProfile";
ToolTip = "Dock Panel";
hovertime = "1000";
bitmapAsset = "ToolsModule:panel_dock_n_image";
text = "";
groupNum = "-1";
buttonType = "PushButton";
useMouseEvents = "0";
};
};
};
//--- OBJECT WRITE END ---