2018-01-28 15:30:17 -06:00
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new SimGroup(AssetBrowserPreviewCache);
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//AssetBrowser.addToolbarButton
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function AssetBrowser::addToolbarButton(%this)
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{
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%filename = expandFilename("tools/gui/images/iconOpen");
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%button = new GuiBitmapButtonCtrl() {
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canSaveDynamicFields = "0";
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internalName = AssetBrowserBtn;
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Enabled = "1";
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isContainer = "0";
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Profile = "ToolsGuiButtonProfile";
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HorizSizing = "right";
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VertSizing = "bottom";
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position = "180 0";
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Extent = "25 19";
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MinExtent = "8 2";
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canSave = "1";
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Visible = "1";
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Command = "AssetBrowser.ShowDialog();";
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tooltipprofile = "ToolsGuiToolTipProfile";
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ToolTip = "Asset Browser";
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hovertime = "750";
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bitmap = %filename;
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bitmapMode = "Centered";
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buttonType = "PushButton";
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groupNum = "0";
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useMouseEvents = "0";
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};
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ToolsToolbarArray.add(%button);
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EWToolsToolbar.setExtent((25 + 8) * (ToolsToolbarArray.getCount()) + 12 SPC "33");
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}
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//
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function AssetBrowser::onAdd(%this)
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{
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}
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function AssetBrowser::onWake(%this)
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{
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2019-05-04 11:49:42 -05:00
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// manage preview array
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if(!isObject(AssetPreviewArray))
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new ArrayObject(AssetPreviewArray);
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2019-12-03 00:09:18 -06:00
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if(!isObject(%this.dirHandler))
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%this.dirHandler = makedirectoryHandler(AssetBrowser-->filterTree, "cache,shaderCache", "");
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2019-05-04 11:49:42 -05:00
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2019-12-03 00:09:18 -06:00
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AssetBrowser-->filterTree.buildIconTable( ":tools/classIcons/Prefab:tools/classIcons/Prefab" @
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":tools/classIcons/SimSet:tools/classIcons/SimSet");
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2019-10-20 02:47:15 -05:00
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2019-05-04 11:49:42 -05:00
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%this.isReImportingAsset = false;
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2019-12-03 00:09:18 -06:00
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2019-05-04 11:49:42 -05:00
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%this.coreModulesFilter = false;
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2019-10-20 02:47:15 -05:00
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%this.toolsModulesFilter = false;
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2019-05-04 11:49:42 -05:00
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%this.onlyShowModulesWithAssets = false;
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2019-10-20 02:47:15 -05:00
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%this.folderPanelState = true;
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%this.folderPanelSplit = 0;
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2019-07-15 00:34:18 -05:00
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%this.templateFilesPath = "tools/assetBrowser/scripts/templateFiles/";
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2019-05-04 11:49:42 -05:00
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//First, build our our list of active modules
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%modulesList = ModuleDatabase.findModules(true);
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2019-10-20 02:47:15 -05:00
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%this.setPreviewSize(EditorSettings.value("Assets/Browser/previewTileSize", "small"));
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Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 01:47:28 -06:00
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AssetBrowser.toggleAssetTypeFilter(0);
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2019-05-04 11:49:42 -05:00
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}
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//Filters
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function AssetBrowser::showFilterPopup(%this)
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{
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BrowserVisibilityPopup.showPopup(Canvas);
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}
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function AssetBrowser::viewCoreModulesFilter(%this)
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{
|
2019-10-20 02:47:15 -05:00
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%oldVal = EditorSettings.value("Assets/Browser/showCoreModule", false);
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%newVal = !%oldVal;
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|
|
|
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 01:47:28 -06:00
|
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|
%this.coreModulesFilter = %newVal;
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2019-10-20 02:47:15 -05:00
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BrowserVisibilityPopup.checkItem(0,%newVal);
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EditorSettings.setValue("Assets/Browser/showCoreModule", %newVal);
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|
|
|
|
|
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 01:47:28 -06:00
|
|
|
AssetBrowser.loadDirectories();
|
2019-10-20 02:47:15 -05:00
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}
|
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function AssetBrowser::viewToolsModulesFilter(%this)
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|
|
{
|
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%oldVal = EditorSettings.value("Assets/Browser/showToolsModule", false);
|
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|
|
|
%newVal = !%oldVal;
|
|
|
|
|
|
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 01:47:28 -06:00
|
|
|
%this.toolsModulesFilter = %newVal;
|
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|
2019-10-20 02:47:15 -05:00
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|
BrowserVisibilityPopup.checkItem(1,%newVal);
|
2019-05-04 11:49:42 -05:00
|
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|
2019-10-20 02:47:15 -05:00
|
|
|
EditorSettings.setValue("Assets/Browser/showToolsModule", %newVal);
|
2019-05-04 11:49:42 -05:00
|
|
|
|
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 01:47:28 -06:00
|
|
|
AssetBrowser.loadDirectories();
|
2019-05-04 11:49:42 -05:00
|
|
|
}
|
|
|
|
|
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|
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function AssetBrowser::viewPopulatedModulesFilter(%this)
|
|
|
|
|
{
|
2019-10-20 02:47:15 -05:00
|
|
|
%oldVal = EditorSettings.value("Assets/Browser/showOnlyPopulatedModule", false);
|
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|
|
|
%newVal = !%oldVal;
|
2019-05-04 11:49:42 -05:00
|
|
|
|
2019-10-20 02:47:15 -05:00
|
|
|
BrowserVisibilityPopup.checkItem(2,%newVal);
|
|
|
|
|
|
|
|
|
|
EditorSettings.setValue("Assets/Browser/showOnlyPopulatedModule", %newVal);
|
|
|
|
|
|
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 01:47:28 -06:00
|
|
|
AssetBrowser.loadDirectories();
|
2019-10-20 02:47:15 -05:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function AssetBrowser::toggleShowingFolders(%this)
|
|
|
|
|
{
|
|
|
|
|
%oldVal = EditorSettings.value("Assets/Browser/showFolders", false);
|
|
|
|
|
%newVal = !%oldVal;
|
|
|
|
|
|
|
|
|
|
BrowserVisibilityPopup.checkItem(4,%newVal);
|
|
|
|
|
|
|
|
|
|
EditorSettings.setValue("Assets/Browser/showFolders", %newVal);
|
|
|
|
|
|
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 01:47:28 -06:00
|
|
|
AssetBrowser.loadDirectories();
|
2019-10-20 02:47:15 -05:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function AssetBrowser::toggleShowingEmptyFolders(%this)
|
|
|
|
|
{
|
|
|
|
|
%oldVal = EditorSettings.value("Assets/Browser/showEmptyFolders", false);
|
|
|
|
|
%newVal = !%oldVal;
|
|
|
|
|
|
|
|
|
|
BrowserVisibilityPopup.checkItem(5,%newVal);
|
|
|
|
|
|
|
|
|
|
EditorSettings.setValue("Assets/Browser/showEmptyFolders", %newVal);
|
2019-05-04 11:49:42 -05:00
|
|
|
|
2019-12-03 00:09:18 -06:00
|
|
|
AssetBrowser.refresh();
|
2018-01-28 15:30:17 -06:00
|
|
|
}
|
|
|
|
|
|
2019-11-24 06:52:34 -06:00
|
|
|
function AssetBrowser::toggleAssetTypeFilter(%this, %assetTypeIdx)
|
2019-10-20 02:47:15 -05:00
|
|
|
{
|
|
|
|
|
%isChecked = AssetTypeListPopup.isItemChecked(%assetTypeIdx);
|
2019-11-24 06:52:34 -06:00
|
|
|
|
|
|
|
|
//Clear existing filters
|
|
|
|
|
if(%assetTypeIdx == 0)
|
|
|
|
|
{
|
|
|
|
|
for(%i=0; %i < AssetFilterTypeList.Count() + 1; %i++)
|
|
|
|
|
{
|
|
|
|
|
AssetTypeListPopup.checkItem(%i, false);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
AssetTypeListPopup.checkItem(0, true);
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
if(%isChecked)
|
|
|
|
|
{
|
|
|
|
|
%anyOtherFilters = false;
|
|
|
|
|
for(%i=1; %i < AssetFilterTypeList.Count() + 1; %i++)
|
|
|
|
|
{
|
|
|
|
|
if(%assetTypeIdx == %i)
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
if(AssetTypeListPopup.isItemChecked(%i))
|
|
|
|
|
{
|
|
|
|
|
%anyOtherFilters = true;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(%isChecked && !%anyOtherFilters)
|
|
|
|
|
{
|
|
|
|
|
for(%i=0; %i < AssetFilterTypeList.Count() + 1; %i++)
|
|
|
|
|
{
|
|
|
|
|
AssetTypeListPopup.checkItem(%i, false);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
AssetTypeListPopup.checkItem(0, true);
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
AssetTypeListPopup.checkItem(0, false);
|
|
|
|
|
AssetTypeListPopup.checkItem(%assetTypeIdx, !%isChecked);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
%this.rebuildAssetArray();
|
2019-10-20 02:47:15 -05:00
|
|
|
}
|
|
|
|
|
|
2019-12-03 00:09:18 -06:00
|
|
|
//
|
2018-01-28 15:30:17 -06:00
|
|
|
function AssetBrowser::selectAsset( %this, %asset )
|
|
|
|
|
{
|
|
|
|
|
if(AssetBrowser.selectCallback !$= "")
|
|
|
|
|
{
|
|
|
|
|
// The callback function should be ready to intake the returned material
|
|
|
|
|
//eval("materialEd_previewMaterial." @ %propertyField @ " = " @ %value @ ";");
|
|
|
|
|
if( AssetBrowser.returnType $= "name" )
|
|
|
|
|
{
|
|
|
|
|
eval( "" @ AssetBrowser.selectCallback @ "(" @ %name @ ");");
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
%command = "" @ AssetBrowser.selectCallback @ "(\"" @ %asset @ "\");";
|
|
|
|
|
eval(%command);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
//try just setting the asset
|
|
|
|
|
%this.changeAsset();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Inspector.refresh();
|
|
|
|
|
|
|
|
|
|
AssetBrowser.hideDialog();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function AssetBrowser::showDialog( %this, %AssetTypeFilter, %selectCallback, %targetObj, %fieldName, %returnType)
|
|
|
|
|
{
|
|
|
|
|
// Set the select callback
|
|
|
|
|
AssetBrowser.selectCallback = %selectCallback;
|
|
|
|
|
AssetBrowser.returnType = %returnType;
|
|
|
|
|
AssetBrowser.assetTypeFilter = %AssetTypeFilter;
|
|
|
|
|
AssetBrowser.fieldTargetObject = %targetObj;
|
|
|
|
|
AssetBrowser.fieldTargetName = %fieldName;
|
|
|
|
|
|
2019-06-13 00:37:12 -05:00
|
|
|
Canvas.pushDialog(AssetBrowser);
|
2018-01-28 15:30:17 -06:00
|
|
|
AssetBrowser.setVisible(1);
|
|
|
|
|
AssetBrowserWindow.setVisible(1);
|
|
|
|
|
AssetBrowserWindow.selectWindow();
|
|
|
|
|
|
2019-11-24 06:52:34 -06:00
|
|
|
//If we're special-case filtering(like for selecting a given type), then ignore our normal
|
|
|
|
|
//visibility filter
|
|
|
|
|
if(%AssetTypeFilter !$= "")
|
|
|
|
|
{
|
|
|
|
|
AssetBrowser.toggleAssetTypeFilter(0);
|
|
|
|
|
}
|
|
|
|
|
|
2018-01-28 15:30:17 -06:00
|
|
|
if(%selectCallback $= "")
|
|
|
|
|
{
|
|
|
|
|
//we're not in selection mode, so just hide the select button
|
|
|
|
|
%this-->SelectButton.setHidden(true);
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
%this-->SelectButton.setHidden(false);
|
|
|
|
|
}
|
2019-12-03 00:09:18 -06:00
|
|
|
|
|
|
|
|
AssetBrowser.loadDirectories();
|
2018-01-28 15:30:17 -06:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function AssetBrowser::hideDialog( %this )
|
|
|
|
|
{
|
|
|
|
|
AssetBrowser.setVisible(1);
|
|
|
|
|
AssetBrowserWindow.setVisible(1);
|
|
|
|
|
Canvas.popDialog(AssetBrowser_addModule);
|
|
|
|
|
Canvas.popDialog(ImportAssetWindow);
|
|
|
|
|
|
|
|
|
|
Canvas.popDialog(AssetBrowser);
|
|
|
|
|
}
|
|
|
|
|
|
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 01:47:28 -06:00
|
|
|
function AssetBrowser::buildAssetPreview( %this, %asset, %moduleName )
|
2018-01-28 15:30:17 -06:00
|
|
|
{
|
2019-05-04 11:49:42 -05:00
|
|
|
if(!isObject(%this.previewData))
|
|
|
|
|
{
|
|
|
|
|
%this.previewData = new ScriptObject();
|
|
|
|
|
}
|
|
|
|
|
|
2019-10-20 02:47:15 -05:00
|
|
|
AssetPreviewArray.empty();
|
|
|
|
|
|
2018-01-28 15:30:17 -06:00
|
|
|
%previewImage = "core/art/warnmat";
|
|
|
|
|
|
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 01:47:28 -06:00
|
|
|
if(/*%moduleName !$= "" && */ModuleDatabase.findModule(%moduleName, 1) !$= "")
|
2019-10-20 02:47:15 -05:00
|
|
|
{
|
|
|
|
|
%assetDesc = AssetDatabase.acquireAsset(%asset);
|
|
|
|
|
%assetName = AssetDatabase.getAssetName(%asset);
|
|
|
|
|
%assetType = AssetDatabase.getAssetType(%asset);
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
2020-04-15 12:15:12 -05:00
|
|
|
//special-case entry
|
|
|
|
|
if(getFieldCount(%asset) > 1)
|
|
|
|
|
{
|
|
|
|
|
%specialType = getField(%asset,0);
|
|
|
|
|
|
|
|
|
|
/*if(%specialType $= "Folder")
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
else if(%specialType $= "Datablock")
|
|
|
|
|
{
|
|
|
|
|
%sdfasdgah = true;
|
|
|
|
|
}*/
|
|
|
|
|
%assetType = %specialType;
|
|
|
|
|
%assetName = getField(%asset, 1);
|
|
|
|
|
%sdfasdgah = true;
|
|
|
|
|
|
|
|
|
|
if(%assetType $= "Folder")
|
|
|
|
|
{
|
|
|
|
|
%fullPath = %moduleName !$= "" ? %moduleName @ "/" @ %assetName : %assetName;
|
|
|
|
|
%fullPath = strreplace(%fullPath, "/", "_");
|
|
|
|
|
|
|
|
|
|
if(isObject(%fullPath))
|
|
|
|
|
%assetDesc = %fullPath;
|
|
|
|
|
else
|
|
|
|
|
%assetDesc = new ScriptObject(%fullPath);
|
|
|
|
|
|
|
|
|
|
%assetDesc.dirPath = %moduleName;
|
|
|
|
|
%assetDesc.assetName = %assetName;
|
|
|
|
|
%assetDesc.description = %moduleName @ "/" @ %assetName;
|
|
|
|
|
%assetDesc.assetType = %assetType;
|
|
|
|
|
}
|
|
|
|
|
else if(%assetType $= "Datablock")
|
|
|
|
|
{
|
|
|
|
|
%assetDesc = %assetName;
|
|
|
|
|
%assetDesc.assetType = %assetType;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
/*%fullPath = %moduleName !$= "" ? %moduleName @ "/" @ %assetName : %assetName;
|
2019-10-20 02:47:15 -05:00
|
|
|
%fullPath = strreplace(%fullPath, "/", "_");
|
|
|
|
|
|
|
|
|
|
if(isObject(%fullPath))
|
|
|
|
|
%assetDesc = %fullPath;
|
|
|
|
|
else
|
|
|
|
|
%assetDesc = new ScriptObject(%fullPath);
|
|
|
|
|
|
|
|
|
|
%assetDesc.dirPath = %moduleName;
|
2020-04-15 12:15:12 -05:00
|
|
|
%assetDesc.assetName = %assetName;
|
|
|
|
|
%assetDesc.description = %moduleName @ "/" @ %assetName;
|
|
|
|
|
%assetDesc.assetType = %assetType;*/
|
2019-10-20 02:47:15 -05:00
|
|
|
|
2020-04-15 12:15:12 -05:00
|
|
|
//%assetName = %asset;
|
|
|
|
|
//%assetType = "Folder";
|
2019-10-20 02:47:15 -05:00
|
|
|
}
|
2019-11-24 06:52:34 -06:00
|
|
|
|
2019-10-20 02:47:15 -05:00
|
|
|
%previewSize = %this.previewSize SPC %this.previewSize;
|
|
|
|
|
%previewBounds = 20;
|
2018-01-28 15:30:17 -06:00
|
|
|
|
|
|
|
|
%tooltip = %assetName;
|
|
|
|
|
|
2019-05-04 11:49:42 -05:00
|
|
|
%doubleClickCommand = "AssetBrowser.editAsset( "@%assetDesc@" );";
|
|
|
|
|
|
2018-01-28 15:30:17 -06:00
|
|
|
if(%assetType $= "ShapeAsset")
|
|
|
|
|
{
|
2019-11-24 06:52:34 -06:00
|
|
|
%previewButton = AssetPreviewButtonsTemplate-->ShapeAssetPreviewButton.deepClone();
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
%previewButton = AssetPreviewButtonsTemplate-->GeneralAssetPreviewButton.deepClone();
|
|
|
|
|
}
|
2019-05-04 11:49:42 -05:00
|
|
|
|
2019-11-24 06:52:34 -06:00
|
|
|
%previewButton.extent = %previewSize.x + %previewBounds SPC %previewSize.y + %previewBounds + 24;
|
|
|
|
|
%previewButton.assetName = %assetName;
|
|
|
|
|
%previewButton.moduleName = %moduleName;
|
|
|
|
|
%previewButton.assetType = %assetType;
|
|
|
|
|
|
|
|
|
|
//Build out the preview
|
|
|
|
|
%buildCommand = %this @ ".build" @ %assetType @ "Preview(" @ %assetDesc @ "," @ %this.previewData @ ");";
|
|
|
|
|
eval(%buildCommand);
|
|
|
|
|
|
|
|
|
|
//debug dump
|
|
|
|
|
%tooltip = %this.previewData.tooltip;
|
|
|
|
|
%assetName = %this.previewData.assetName;
|
|
|
|
|
%previewImage = %this.previewData.previewImage;
|
|
|
|
|
%doubleClickCommand = %this.previewData.doubleClickCommand;
|
|
|
|
|
|
2019-12-23 12:37:55 -06:00
|
|
|
%previewButton-->button.assetName = %assetName;
|
|
|
|
|
%previewButton-->button.moduleName = %moduleName;
|
|
|
|
|
%previewButton-->button.assetType = %assetType;
|
|
|
|
|
|
2019-11-24 06:52:34 -06:00
|
|
|
if(%assetType $= "ShapeAsset")
|
|
|
|
|
{
|
|
|
|
|
%previewButton-->shapeAssetView.setModel(%previewImage);
|
|
|
|
|
%previewButton-->shapeAssetView.extent = %previewSize;
|
2018-01-28 15:30:17 -06:00
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
2019-11-24 06:52:34 -06:00
|
|
|
%previewButton-->assetPreviewImage.bitmap = %this.previewData.previewImage;
|
|
|
|
|
%previewButton-->assetPreviewImage.extent = %previewSize;
|
|
|
|
|
}
|
2018-01-28 15:30:17 -06:00
|
|
|
|
2019-11-24 06:52:34 -06:00
|
|
|
%previewButton-->AssetPreviewBorderButton.extent = %previewSize;
|
2018-01-28 15:30:17 -06:00
|
|
|
|
2019-11-24 06:52:34 -06:00
|
|
|
//%previewButton-->AssetPreviewButton.internalName = %this.previewData.assetName@"Border";
|
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 01:47:28 -06:00
|
|
|
%previewButton-->Button.extent = %previewSize.x + %previewBounds SPC %previewSize.y + 24;
|
|
|
|
|
%previewButton-->Button.tooltip = %this.previewData.tooltip;
|
|
|
|
|
%previewButton-->Button.Command = "AssetBrowser.updateSelection( $ThisControl.getParent().assetName, $ThisControl.getParent().moduleName );";
|
|
|
|
|
%previewButton-->Button.altCommand = %doubleClickCommand;
|
2019-11-24 06:52:34 -06:00
|
|
|
//%previewButton-->AssetPreviewButton.icon = %this.previewData.previewImage;
|
2018-01-28 15:30:17 -06:00
|
|
|
|
2019-11-24 06:52:34 -06:00
|
|
|
%previewButton-->AssetNameLabel.position = 0 SPC %previewSize.y + %previewBounds - 16;
|
|
|
|
|
%previewButton-->AssetNameLabel.extent = %previewSize.x + %previewBounds SPC 16;
|
|
|
|
|
%previewButton-->AssetNameLabel.text = %this.previewData.assetName;
|
|
|
|
|
%previewButton-->AssetNameLabel.originalAssetName = %this.previewData.assetName;
|
|
|
|
|
|
2018-01-28 15:30:17 -06:00
|
|
|
// add to the gui control array
|
2019-11-24 06:52:34 -06:00
|
|
|
AssetBrowser-->assetList.add(%previewButton);
|
2018-01-28 15:30:17 -06:00
|
|
|
|
|
|
|
|
// add to the array object for reference later
|
2019-05-04 11:49:42 -05:00
|
|
|
AssetPreviewArray.add( %previewButton, %this.previewData.previewImage );
|
2018-01-28 15:30:17 -06:00
|
|
|
}
|
|
|
|
|
|
2019-12-03 00:09:18 -06:00
|
|
|
function AssetBrowser::refresh(%this)
|
|
|
|
|
{
|
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 01:47:28 -06:00
|
|
|
if(!%this.dirty)
|
|
|
|
|
{
|
|
|
|
|
%this.dirty = true;
|
|
|
|
|
|
|
|
|
|
%this.schedule(1, "doRefresh");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function AssetBrowser::doRefresh(%this)
|
|
|
|
|
{
|
|
|
|
|
if(%this.dirty)
|
|
|
|
|
{
|
|
|
|
|
%this.navigateTo(%this.dirHandler.currentAddress);
|
|
|
|
|
|
|
|
|
|
//Forces a clean collapse of the tree for any not-really-exposed items
|
|
|
|
|
%dataItem = AssetBrowser-->filterTree.findItemByName("Data");
|
|
|
|
|
|
|
|
|
|
AssetBrowser-->filterTree.expandItem(%dataItem, false);
|
|
|
|
|
AssetBrowser-->filterTree.expandItem(%dataItem);
|
|
|
|
|
|
|
|
|
|
%this.dirty = false;
|
|
|
|
|
}
|
2019-12-03 00:09:18 -06:00
|
|
|
}
|
2019-10-20 02:47:15 -05:00
|
|
|
//
|
|
|
|
|
//
|
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 01:47:28 -06:00
|
|
|
/*function AssetPreviewButton::onClick(%this)
|
2019-10-20 02:47:15 -05:00
|
|
|
{
|
|
|
|
|
echo("CLICKED AN ASSET PREVIEW BUTTON");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function AssetPreviewButton::onDoubleClick(%this)
|
|
|
|
|
{
|
|
|
|
|
echo("DOUBLE CLICKED AN ASSET PREVIEW BUTTON");
|
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 01:47:28 -06:00
|
|
|
}*/
|
2019-10-20 02:47:15 -05:00
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
|
2019-12-03 00:09:18 -06:00
|
|
|
function AssetBrowser::loadDirectories( %this )
|
2018-01-28 15:30:17 -06:00
|
|
|
{
|
|
|
|
|
AssetBrowser-->filterTree.clear();
|
2019-10-20 02:47:15 -05:00
|
|
|
|
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 01:47:28 -06:00
|
|
|
%dataItem = AssetBrowser-->filterTree.insertItem(0, "Content");
|
|
|
|
|
|
|
|
|
|
%dataItem = AssetBrowser-->filterTree.insertItem(1, "Data");
|
2019-12-03 00:09:18 -06:00
|
|
|
%this.dirHandler.loadFolders("Data", %dataItem);
|
2019-10-20 02:47:15 -05:00
|
|
|
|
|
|
|
|
//If set to, show core
|
|
|
|
|
if(%this.coreModulesFilter)
|
|
|
|
|
{
|
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 01:47:28 -06:00
|
|
|
%coreItem = AssetBrowser-->filterTree.insertItem(1, "Core");
|
2019-12-03 00:09:18 -06:00
|
|
|
%this.dirHandler.loadFolders("Core", %coreItem);
|
2019-10-20 02:47:15 -05:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//If set to, show tools
|
|
|
|
|
if(%this.toolsModulesFilter)
|
|
|
|
|
{
|
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 01:47:28 -06:00
|
|
|
%toolsItem = AssetBrowser-->filterTree.insertItem(1, "Tools");
|
2019-12-03 00:09:18 -06:00
|
|
|
%this.dirHandler.loadFolders("Tools", %toolsItem);
|
2019-10-20 02:47:15 -05:00
|
|
|
}
|
2018-01-28 15:30:17 -06:00
|
|
|
|
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 01:47:28 -06:00
|
|
|
//Add Non-Asset Scripted Objects. Datablock, etc based
|
2020-04-15 12:15:12 -05:00
|
|
|
/*%category = getWord( %breadcrumbPath, 1 );
|
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 01:47:28 -06:00
|
|
|
%dataGroup = "DataBlockGroup";
|
|
|
|
|
|
|
|
|
|
if(%dataGroup.getCount() != 0)
|
|
|
|
|
{
|
|
|
|
|
%scriptedItem = AssetBrowser-->filterTree.insertItem(1, "Scripted");
|
|
|
|
|
|
|
|
|
|
for ( %i = 0; %i < %dataGroup.getCount(); %i++ )
|
|
|
|
|
{
|
|
|
|
|
%obj = %dataGroup.getObject(%i);
|
|
|
|
|
// echo ("Obj: " @ %obj.getName() @ " - " @ %obj.category );
|
|
|
|
|
|
2020-04-15 12:15:12 -05:00
|
|
|
//if ( %obj.category $= "" && %obj.category == 0 )
|
|
|
|
|
// continue;
|
|
|
|
|
|
|
|
|
|
%dbFilename = %obj.getFileName();
|
|
|
|
|
%dbFilePath = filePath(%dbFilename);
|
|
|
|
|
|
|
|
|
|
if(%breadcrumbPath $= %dbFilePath)
|
|
|
|
|
{
|
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 01:47:28 -06:00
|
|
|
|
|
|
|
|
//if ( %breadcrumbPath $= "" )
|
|
|
|
|
//{
|
|
|
|
|
%catItem = AssetBrowser-->filterTree.findItemByName(%obj.category);
|
|
|
|
|
|
|
|
|
|
if(%catItem == 0)
|
|
|
|
|
AssetBrowser-->filterTree.insertItem(%scriptedItem, %obj.category, "scripted");
|
|
|
|
|
/*%ctrl = %this.findIconCtrl( %obj.category );
|
|
|
|
|
if ( %ctrl == -1 )
|
|
|
|
|
{
|
|
|
|
|
%this.addFolderIcon( %obj.category );
|
|
|
|
|
}*/
|
|
|
|
|
//}
|
|
|
|
|
/*else if ( %breadcrumbPath $= %obj.category )
|
|
|
|
|
{
|
|
|
|
|
AssetBrowser-->filterTree.insertItem(%scriptedItem, %obj.getName());
|
|
|
|
|
}*/
|
2020-04-15 12:15:12 -05:00
|
|
|
//}
|
|
|
|
|
//}
|
|
|
|
|
// }
|
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 01:47:28 -06:00
|
|
|
|
2019-05-04 11:49:42 -05:00
|
|
|
AssetPreviewArray.empty();
|
2018-01-28 15:30:17 -06:00
|
|
|
|
2019-10-20 02:47:15 -05:00
|
|
|
AssetBrowser-->filterTree.buildVisibleTree(true);
|
|
|
|
|
|
2019-05-04 11:49:42 -05:00
|
|
|
//Remove any modules that have no assets if we have that filter on
|
|
|
|
|
if(%this.onlyShowModulesWithAssets)
|
|
|
|
|
{
|
|
|
|
|
for(%i=0; %i < getWordCount(%modulesList); %i++)
|
|
|
|
|
{
|
|
|
|
|
%moduleName = getWord(%modulesList, %i).ModuleId;
|
|
|
|
|
|
|
|
|
|
%moduleItemId = AssetBrowser-->filterTree.findItemByName(%moduleName);
|
|
|
|
|
|
|
|
|
|
if(AssetBrowser-->filterTree.isParentItem(%moduleItemId) == false)
|
|
|
|
|
AssetBrowser-->filterTree.removeItem(%moduleItemId);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2018-01-28 15:30:17 -06:00
|
|
|
//special handling for selections
|
|
|
|
|
if(AssetBrowser.newModuleId !$= "")
|
|
|
|
|
{
|
|
|
|
|
AssetBrowser-->filterTree.clearSelection();
|
|
|
|
|
%newModuleItem = AssetBrowser-->filterTree.findItemByName(AssetBrowser.newModuleId);
|
|
|
|
|
AssetBrowser-->filterTree.selectItem(%newModuleItem);
|
|
|
|
|
AssetBrowser.newModuleId = "";
|
|
|
|
|
}
|
|
|
|
|
|
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 01:47:28 -06:00
|
|
|
//%dataItem = AssetBrowser-->filterTree.findItemByName("Data");
|
|
|
|
|
//AssetBrowser-->filterTree.expandItem(%dataItem);
|
2019-10-20 02:47:15 -05:00
|
|
|
|
2019-12-03 00:09:18 -06:00
|
|
|
AssetBrowser.dirHandler.expandTreeToAddress(AssetBrowser.dirHandler.currentAddress);
|
2019-10-20 02:47:15 -05:00
|
|
|
|
2019-12-03 00:09:18 -06:00
|
|
|
%selectedItem = AssetBrowser.dirHandler.getFolderTreeItemFromAddress(AssetBrowser.dirHandler.currentAddress);
|
2018-01-28 15:30:17 -06:00
|
|
|
AssetBrowser-->filterTree.scrollVisibleByObjectId(%selectedItem);
|
2019-05-04 11:49:42 -05:00
|
|
|
|
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 01:47:28 -06:00
|
|
|
AssetBrowser-->filterTree.buildVisibleTree(true);
|
2018-01-28 15:30:17 -06:00
|
|
|
|
2019-12-03 00:09:18 -06:00
|
|
|
AssetBrowser.refresh();
|
2018-01-28 15:30:17 -06:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function AssetBrowser::updateSelection( %this, %asset, %moduleName )
|
|
|
|
|
{
|
2019-10-20 02:47:15 -05:00
|
|
|
//If we're navigating a folder, just nav to it and be done
|
|
|
|
|
/*if(isDirectory(%moduleName))
|
|
|
|
|
{
|
|
|
|
|
AssetBrowser.navigateTo(%moduleName @ "/" @ %asset);
|
|
|
|
|
return;
|
|
|
|
|
}*/
|
2018-01-28 15:30:17 -06:00
|
|
|
|
|
|
|
|
%isAssetBorder = 0;
|
|
|
|
|
eval("%isAssetBorder = isObject(AssetBrowser-->"@%asset@"Border);");
|
|
|
|
|
if( %isAssetBorder )
|
|
|
|
|
{
|
|
|
|
|
eval( "AssetBrowser-->"@%asset@"Border.setStateOn(1);");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
%isAssetBorderPrevious = 0;
|
|
|
|
|
eval("%isAssetBorderPrevious = isObject(AssetBrowser-->"@%this.prevSelectedMaterialHL@"Border);");
|
|
|
|
|
if( %isAssetBorderPrevious )
|
|
|
|
|
{
|
|
|
|
|
eval( "AssetBrowser-->"@%this.prevSelectedMaterialHL@"Border.setStateOn(0);");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
AssetBrowser.selectedMaterial = %asset;
|
|
|
|
|
AssetBrowser.selectedAsset = %moduleName@":"@%asset;
|
|
|
|
|
AssetBrowser.selectedAssetDef = AssetDatabase.acquireAsset(AssetBrowser.selectedAsset);
|
|
|
|
|
//AssetBrowser.selectedPreviewImagePath = %previewImagePath;
|
|
|
|
|
|
|
|
|
|
%this.prevSelectedMaterialHL = %asset;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//
|
|
|
|
|
//needs to be deleted with the persistence manager and needs to be blanked out of the matmanager
|
|
|
|
|
//also need to update instances... i guess which is the tricky part....
|
|
|
|
|
function AssetBrowser::showDeleteDialog( %this )
|
|
|
|
|
{
|
|
|
|
|
%material = AssetBrowser.selectedMaterial;
|
|
|
|
|
%secondFilter = "MaterialFilterMappedArray";
|
|
|
|
|
%secondFilterName = "Mapped";
|
|
|
|
|
|
|
|
|
|
for( %i = 0; %i < MaterialFilterUnmappedArray.count(); %i++ )
|
|
|
|
|
{
|
|
|
|
|
if( MaterialFilterUnmappedArray.getValue(%i) $= %material )
|
|
|
|
|
{
|
|
|
|
|
%secondFilter = "MaterialFilterUnmappedArray";
|
|
|
|
|
%secondFilterName = "Unmapped";
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if( isObject( %material ) )
|
|
|
|
|
{
|
|
|
|
|
MessageBoxYesNoCancel("Delete Material?",
|
|
|
|
|
"Are you sure you want to delete<br><br>" @ %material.getName() @ "<br><br> Material deletion won't take affect until the engine is quit.",
|
|
|
|
|
"AssetBrowser.deleteMaterial( " @ %material @ ", " @ %secondFilter @ ", " @ %secondFilterName @" );",
|
|
|
|
|
"",
|
|
|
|
|
"" );
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function AssetBrowser::deleteMaterial( %this, %materialName, %secondFilter, %secondFilterName )
|
|
|
|
|
{
|
|
|
|
|
if( !isObject( %materialName ) )
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
for( %i = 0; %i <= MaterialFilterAllArray.countValue( %materialName ); %i++)
|
|
|
|
|
{
|
|
|
|
|
%index = MaterialFilterAllArray.getIndexFromValue( %materialName );
|
|
|
|
|
MaterialFilterAllArray.erase( %index );
|
|
|
|
|
}
|
|
|
|
|
MaterialFilterAllArrayCheckbox.setText("All ( " @ MaterialFilterAllArray.count() - 1 @ " ) ");
|
|
|
|
|
|
|
|
|
|
%checkbox = %secondFilter @ "Checkbox";
|
|
|
|
|
for( %k = 0; %k <= %secondFilter.countValue( %materialName ); %k++)
|
|
|
|
|
{
|
|
|
|
|
%index = %secondFilter.getIndexFromValue( %materialName );
|
|
|
|
|
%secondFilter.erase( %index );
|
|
|
|
|
}
|
|
|
|
|
%checkbox.setText( %secondFilterName @ " ( " @ %secondFilter.count() - 1 @ " ) ");
|
|
|
|
|
|
|
|
|
|
for( %i = 0; %materialName.getFieldValue("materialTag" @ %i) !$= ""; %i++ )
|
|
|
|
|
{
|
|
|
|
|
%materialTag = %materialName.getFieldValue("materialTag" @ %i);
|
|
|
|
|
|
|
|
|
|
for( %j = AssetBrowser.staticFilterObjects; %j < AssetBrowser-->filterArray.getCount() ; %j++ )
|
|
|
|
|
{
|
|
|
|
|
if( %materialTag $= AssetBrowser-->filterArray.getObject(%j).getObject(0).filter )
|
|
|
|
|
{
|
|
|
|
|
%count = getWord( AssetBrowser-->filterArray.getObject(%j).getObject(0).getText(), 2 );
|
|
|
|
|
%count--;
|
|
|
|
|
AssetBrowser-->filterArray.getObject(%j).getObject(0).setText( %materialTag @ " ( "@ %count @ " )");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
UnlistedMaterials.add( "unlistedMaterials", %materialName );
|
|
|
|
|
|
|
|
|
|
if( %materialName.getFilename() !$= "" &&
|
|
|
|
|
%materialName.getFilename() !$= "tools/gui/AssetBrowser.ed.gui" &&
|
|
|
|
|
%materialName.getFilename() !$= "tools/materialEditor/scripts/materialEditor.ed.cs" )
|
|
|
|
|
{
|
|
|
|
|
AssetBrowserPerMan.removeObjectFromFile(%materialName);
|
|
|
|
|
AssetBrowserPerMan.saveDirty();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
AssetBrowser.preloadFilter();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function AssetBrowser::thumbnailCountUpdate(%this)
|
|
|
|
|
{
|
|
|
|
|
$Pref::AssetBrowser::ThumbnailCountIndex = AssetBrowser-->materialPreviewCountPopup.getSelected();
|
|
|
|
|
AssetBrowser.LoadFilter( AssetBrowser.currentFilter, AssetBrowser.currentStaticFilter );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function AssetBrowser::toggleTagFilterPopup(%this)
|
|
|
|
|
{
|
|
|
|
|
if(TagFilterWindow.visible)
|
|
|
|
|
TagFilterWindow.visible = false;
|
|
|
|
|
else
|
|
|
|
|
TagFilterWindow.visible = true;
|
|
|
|
|
|
|
|
|
|
return;
|
|
|
|
|
%assetQuery = new AssetQuery();
|
|
|
|
|
%numAssetsFound = AssetDatabase.findAllAssets(%assetQuery);
|
|
|
|
|
|
|
|
|
|
for( %i=0; %i < %numAssetsFound; %i++)
|
|
|
|
|
{
|
|
|
|
|
%assetId = %assetQuery.getAsset(%i);
|
|
|
|
|
|
|
|
|
|
//first, get the asset's module, as our major categories
|
|
|
|
|
%module = AssetDatabase.getAssetModule(%assetId);
|
|
|
|
|
|
|
|
|
|
%moduleName = %module.moduleId;
|
|
|
|
|
|
|
|
|
|
//check that we don't re-add it
|
|
|
|
|
%moduleItemId = AssetBrowser-->filterTree.findItemByName(%moduleName);
|
|
|
|
|
|
|
|
|
|
if(%moduleItemId == -1 || %moduleItemId == 0)
|
2019-12-03 00:09:18 -06:00
|
|
|
%moduleItemId = AssetBrowser-->filterTree.insertItem(1, %module.moduleId, "", "", 1, 2);
|
2018-01-28 15:30:17 -06:00
|
|
|
|
|
|
|
|
//now, add the asset's category
|
|
|
|
|
%assetType = AssetDatabase.getAssetCategory(%assetId);
|
|
|
|
|
|
|
|
|
|
%checkBox = new GuiCheckBoxCtrl()
|
|
|
|
|
{
|
|
|
|
|
canSaveDynamicFields = "0";
|
|
|
|
|
isContainer = "0";
|
|
|
|
|
Profile = "ToolsGuiCheckBoxListProfile";
|
|
|
|
|
HorizSizing = "right";
|
|
|
|
|
VertSizing = "bottom";
|
|
|
|
|
Position = "0 0";
|
|
|
|
|
Extent = (%textLength * 4) @ " 18";
|
|
|
|
|
MinExtent = "8 2";
|
|
|
|
|
canSave = "1";
|
|
|
|
|
Visible = "1";
|
|
|
|
|
Variable = %var;
|
|
|
|
|
tooltipprofile = "ToolsGuiToolTipProfile";
|
|
|
|
|
hovertime = "1000";
|
|
|
|
|
text = %text;
|
|
|
|
|
groupNum = "-1";
|
|
|
|
|
buttonType = "ToggleButton";
|
|
|
|
|
useMouseEvents = "0";
|
|
|
|
|
useInactiveState = "0";
|
|
|
|
|
Command = %cmd;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
TagFilterList.add(%checkBox);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function AssetBrowser::changeAsset(%this)
|
|
|
|
|
{
|
|
|
|
|
//alright, we've selectd an asset for a field, so time to set it!
|
|
|
|
|
%cmd = %this.fieldTargetObject @ "." @ %this.fieldTargetName @ "=\"" @ %this.selectedAsset @ "\";";
|
|
|
|
|
echo("Changing asset via the " @ %cmd @ " command");
|
|
|
|
|
eval(%cmd);
|
2019-05-04 11:49:42 -05:00
|
|
|
|
|
|
|
|
//Flag us as dirty for editing purposes
|
|
|
|
|
EWorldEditor.setSceneAsDirty();
|
2018-01-28 15:30:17 -06:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function AssetBrowser::reImportAsset(%this)
|
|
|
|
|
{
|
|
|
|
|
//Find out what type it is
|
|
|
|
|
%assetDef = AssetDatabase.acquireAsset(EditAssetPopup.assetId);
|
|
|
|
|
%assetType = AssetDatabase.getAssetType(EditAssetPopup.assetId);
|
|
|
|
|
|
|
|
|
|
if(%assetType $= "ShapeAsset" || %assetType $= "ImageAsset" || %assetType $= "SoundAsset")
|
|
|
|
|
{
|
|
|
|
|
AssetBrowser.isAssetReImport = true;
|
|
|
|
|
AssetBrowser.reImportingAssetId = EditAssetPopup.assetId;
|
|
|
|
|
|
2019-05-04 11:49:42 -05:00
|
|
|
%reimportingPath = %assetDef.originalFilePath;
|
|
|
|
|
|
|
|
|
|
//first, double-check we have an originating file. if we don't then we need to basically go out looking for it
|
|
|
|
|
if(!isFile(%assetDef.originalFilePath))
|
|
|
|
|
{
|
|
|
|
|
//if(%assetType $= "ImageAsset")
|
|
|
|
|
// %filters = "";
|
|
|
|
|
|
|
|
|
|
%dlg = new OpenFileDialog()
|
|
|
|
|
{
|
|
|
|
|
Filters = "(All Files (*.*)|*.*|";
|
|
|
|
|
DefaultFile = %currentFile;
|
|
|
|
|
ChangePath = false;
|
|
|
|
|
MustExist = true;
|
|
|
|
|
MultipleFiles = false;
|
|
|
|
|
forceRelativePath = false;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
if ( %dlg.Execute() )
|
|
|
|
|
{
|
|
|
|
|
%reimportingPath = %dlg.FileName;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
%dlg.delete();
|
|
|
|
|
}
|
|
|
|
|
|
2018-01-28 15:30:17 -06:00
|
|
|
AssetBrowser.onBeginDropFiles();
|
2019-05-04 11:49:42 -05:00
|
|
|
AssetBrowser.onDropFile(%reimportingPath);
|
2018-01-28 15:30:17 -06:00
|
|
|
AssetBrowser.onEndDropFiles();
|
|
|
|
|
|
|
|
|
|
%module = AssetDatabase.getAssetModule(EditAssetPopup.assetId);
|
|
|
|
|
|
|
|
|
|
//get the selected module data
|
|
|
|
|
ImportAssetModuleList.setText(%module.ModuleId);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2019-10-20 02:47:15 -05:00
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
// RMB context popups
|
2018-01-28 15:30:17 -06:00
|
|
|
function AssetPreviewButton::onRightClick(%this)
|
|
|
|
|
{
|
|
|
|
|
AssetBrowser.selectedAssetPreview = %this.getParent();
|
|
|
|
|
EditAssetPopup.assetId = %this.getParent().moduleName @ ":" @ %this.getParent().assetName;
|
2019-10-20 02:47:15 -05:00
|
|
|
EditAssetPopup.assetType = %this.getParent().assetType;
|
2018-01-28 15:30:17 -06:00
|
|
|
%assetType = %this.getParent().assetType;
|
|
|
|
|
|
|
|
|
|
//Do some enabling/disabling of options depending on asset type
|
|
|
|
|
EditAssetPopup.enableItem(0, true);
|
|
|
|
|
EditAssetPopup.enableItem(7, true);
|
|
|
|
|
|
|
|
|
|
//Is it an editable type?
|
2019-05-04 11:49:42 -05:00
|
|
|
if(%assetType $= "ImageAsset" /*|| %assetType $= "GameObjectAsset"*/ || %assetType $= "CppAsset" || %assetType $= "SoundAsset")
|
2018-01-28 15:30:17 -06:00
|
|
|
{
|
|
|
|
|
EditAssetPopup.enableItem(0, false);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//Is it an importable type?
|
|
|
|
|
if(%assetType $= "GameObjectAsset" || %assetType $= "ComponentAsset" || %assetType $= "GUIAsset" || %assetType $= "LevelAsset"
|
|
|
|
|
|| %assetType $= "MaterialAsset" || %assetType $= "ParticleAsset" || %assetType $= "PostEffectAsset" || %assetType $= "ScriptAsset"
|
|
|
|
|
|| %assetType $= "StateMachineAsset")
|
|
|
|
|
{
|
|
|
|
|
EditAssetPopup.enableItem(7, false);
|
|
|
|
|
}
|
|
|
|
|
|
2019-05-04 11:49:42 -05:00
|
|
|
if(%assetType $= "LevelAsset")
|
|
|
|
|
EditLevelAssetPopup.showPopup(Canvas);
|
2019-10-20 02:47:15 -05:00
|
|
|
else if(%assetType $= "Folder")
|
2019-12-03 00:09:18 -06:00
|
|
|
{
|
2019-12-23 12:37:55 -06:00
|
|
|
EditFolderPopup.dirPath = %this.getParent().moduleName @ "/" @ %this.getParent().assetName;
|
2019-10-20 02:47:15 -05:00
|
|
|
EditFolderPopup.showPopup(Canvas);
|
2019-12-03 00:09:18 -06:00
|
|
|
}
|
2019-05-04 11:49:42 -05:00
|
|
|
else
|
|
|
|
|
EditAssetPopup.showPopup(Canvas);
|
2019-10-20 02:47:15 -05:00
|
|
|
|
|
|
|
|
if(%assetType $= "Folder")
|
|
|
|
|
{
|
|
|
|
|
EditAssetPopup.assetId = %this.getParent().moduleName @ "/" @ %this.getParent().assetName;
|
|
|
|
|
}
|
2018-01-28 15:30:17 -06:00
|
|
|
}
|
|
|
|
|
|
2019-10-20 02:47:15 -05:00
|
|
|
//function AssetListPanel::onRightMouseDown(%this)
|
|
|
|
|
function AssetListPanelInputs::onRightMouseDown(%this)
|
2018-01-28 15:30:17 -06:00
|
|
|
{
|
|
|
|
|
AddNewAssetPopup.showPopup(Canvas);
|
|
|
|
|
}
|
|
|
|
|
|
2019-10-20 02:47:15 -05:00
|
|
|
function AssetBrowserFilterTree::onRightMouseDown(%this, %itemId)
|
|
|
|
|
{
|
2019-11-18 03:30:04 -06:00
|
|
|
%count = %this.getSelectedItemsCount();
|
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 01:47:28 -06:00
|
|
|
|
|
|
|
|
%itemText = %this.getItemText(%itemId);
|
|
|
|
|
if( %this.getSelectedItemsCount() > 0 && (%itemText !$= "Data" && %itemText !$= "Core" && %itemText !$= "Tools"))
|
2019-10-20 02:47:15 -05:00
|
|
|
{
|
|
|
|
|
//AddNewAssetPopup.showPopup(Canvas);
|
|
|
|
|
|
|
|
|
|
//We have something clicked, so figure out if it's a sub-filter or a module filter, then push the correct
|
|
|
|
|
//popup menu
|
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 01:47:28 -06:00
|
|
|
%parentItem = %this.getParentItem(%itemId);
|
|
|
|
|
if(%this.getItemText(%parentItem) $= "Data") //if it's a data module, continue
|
2019-10-20 02:47:15 -05:00
|
|
|
{
|
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 01:47:28 -06:00
|
|
|
//find out if it's a folder or a module!
|
|
|
|
|
if(ModuleDatabase.findModule(%itemText))
|
|
|
|
|
{
|
|
|
|
|
//yep, module, push the all-inclusive popup
|
|
|
|
|
EditModulePopup.showPopup(Canvas);
|
|
|
|
|
//also set the module value for creation info
|
|
|
|
|
AssetBrowser.selectedModule = %itemText;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
EditNonModulePopup.showPopup(Canvas);
|
|
|
|
|
EditNonModulePopup.targetFolder = %itemText;
|
|
|
|
|
}
|
2019-10-20 02:47:15 -05:00
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
2019-11-06 00:23:07 -06:00
|
|
|
EditFolderPopup.showPopup(Canvas);
|
2019-12-03 00:09:18 -06:00
|
|
|
EditFolderPopup.assetType = "Folder";
|
2019-10-20 02:47:15 -05:00
|
|
|
}
|
|
|
|
|
}
|
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 01:47:28 -06:00
|
|
|
else if(%itemText $= "Data")
|
2019-11-18 03:30:04 -06:00
|
|
|
{
|
|
|
|
|
AddNewModulePopup.showPopup(Canvas);
|
|
|
|
|
}
|
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 01:47:28 -06:00
|
|
|
else if(%itemText $= "Tools")
|
|
|
|
|
{
|
|
|
|
|
AddNewToolPopup.showPopup(Canvas);
|
|
|
|
|
}
|
2019-10-20 02:47:15 -05:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
function AssetBrowser::showVisibiltyOptions(%this)
|
|
|
|
|
{
|
|
|
|
|
BrowserVisibilityPopup.showPopup(Canvas);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function AssetBrowser::showFilterOptions(%this)
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
// Preview tile handling
|
|
|
|
|
function AssetBrowser::setPreviewSize(%this, %size)
|
|
|
|
|
{
|
|
|
|
|
AssetPreviewSizePopup.checkItem(0, false);
|
|
|
|
|
AssetPreviewSizePopup.checkItem(1, false);
|
|
|
|
|
AssetPreviewSizePopup.checkItem(2, false);
|
|
|
|
|
|
|
|
|
|
%this.previewSize = 80; //default to small
|
|
|
|
|
|
|
|
|
|
if(%size $= "Small")
|
|
|
|
|
{
|
|
|
|
|
%this.previewSize = 80;
|
|
|
|
|
AssetPreviewSizePopup.checkItem(0, true);
|
|
|
|
|
}
|
|
|
|
|
else if(%size $= "Medium")
|
|
|
|
|
{
|
|
|
|
|
%this.previewSize = 120;
|
|
|
|
|
AssetPreviewSizePopup.checkItem(1, true);
|
|
|
|
|
}
|
|
|
|
|
else if(%size $= "Large")
|
|
|
|
|
{
|
|
|
|
|
%this.previewSize = 160;
|
2019-11-24 06:52:34 -06:00
|
|
|
AssetPreviewSizePopup.checkItem(2, true);
|
2019-10-20 02:47:15 -05:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
EditorSettings.setValue("Assets/Browser/previewTileSize", %size);
|
|
|
|
|
|
2019-11-24 06:52:34 -06:00
|
|
|
%this.rebuildAssetArray();
|
2019-10-20 02:47:15 -05:00
|
|
|
}
|
|
|
|
|
|
2018-01-28 15:30:17 -06:00
|
|
|
function AssetBrowser::refreshPreviews(%this)
|
|
|
|
|
{
|
|
|
|
|
AssetBrowserFilterTree.onSelect(AssetBrowser.selectedItem);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function AssetBrowserFilterTree::onSelect(%this, %itemId)
|
|
|
|
|
{
|
|
|
|
|
if(%itemId == 1)
|
|
|
|
|
//can't select root
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
//Make sure we have an actual module selected!
|
|
|
|
|
%parentId = %this.getParentItem(%itemId);
|
2019-10-20 02:47:15 -05:00
|
|
|
|
2019-11-24 06:52:34 -06:00
|
|
|
%name = %this.getItemText(%itemId);
|
|
|
|
|
|
2019-10-20 02:47:15 -05:00
|
|
|
%breadcrumbPath = %this.getItemValue(%itemId);
|
|
|
|
|
if(%breadcrumbPath !$= "")
|
|
|
|
|
%breadcrumbPath = %breadcrumbPath @ "/" @ %this.getItemText(%itemId);
|
2018-01-28 15:30:17 -06:00
|
|
|
else
|
2019-10-20 02:47:15 -05:00
|
|
|
%breadcrumbPath = %this.getItemText(%itemId);
|
2018-01-28 15:30:17 -06:00
|
|
|
|
2019-11-24 06:52:34 -06:00
|
|
|
if(%breadcrumbPath $= "")
|
2019-12-03 00:09:18 -06:00
|
|
|
%breadcrumbPath = AssetBrowser.dirHandler.currentAddress;
|
2019-11-24 06:52:34 -06:00
|
|
|
|
2019-10-20 02:47:15 -05:00
|
|
|
AssetBrowser.navigateTo(%breadcrumbPath);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function AssetBrowser::rebuildAssetArray(%this)
|
|
|
|
|
{
|
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 01:47:28 -06:00
|
|
|
if(!%this.previewArrayDirty)
|
|
|
|
|
{
|
|
|
|
|
%this.previewArrayDirty = true;
|
|
|
|
|
%this.schedule(16, "doRebuildAssetArray");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function AssetBrowser::doRebuildAssetArray(%this)
|
|
|
|
|
{
|
|
|
|
|
if(!%this.previewArrayDirty)
|
|
|
|
|
return;
|
|
|
|
|
|
2019-12-03 00:09:18 -06:00
|
|
|
%breadcrumbPath = AssetBrowser.dirHandler.currentAddress;
|
2019-10-20 02:47:15 -05:00
|
|
|
|
2018-01-28 15:30:17 -06:00
|
|
|
// we have to empty out the list; so when we create new guicontrols, these dont linger
|
2019-10-20 02:47:15 -05:00
|
|
|
AssetBrowser-->assetList.deleteAllObjects();
|
2018-01-28 15:30:17 -06:00
|
|
|
AssetPreviewArray.empty();
|
|
|
|
|
|
2020-04-15 12:15:12 -05:00
|
|
|
if(isObject(%assetArray))
|
|
|
|
|
%assetArray.delete();
|
|
|
|
|
|
2018-01-28 15:30:17 -06:00
|
|
|
%assetArray = new ArrayObject();
|
2019-10-20 02:47:15 -05:00
|
|
|
|
2018-01-28 15:30:17 -06:00
|
|
|
//First, Query for our assets
|
|
|
|
|
%assetQuery = new AssetQuery();
|
|
|
|
|
%numAssetsFound = AssetDatabase.findAllAssets(%assetQuery);
|
2019-11-24 06:52:34 -06:00
|
|
|
|
|
|
|
|
%finalAssetCount = 0;
|
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 01:47:28 -06:00
|
|
|
|
|
|
|
|
%searchText = AssetBrowserSearchFilter.getText();
|
|
|
|
|
%searchFilterActive = %searchText !$= "Search Assets...";
|
2019-10-20 02:47:15 -05:00
|
|
|
|
2018-01-28 15:30:17 -06:00
|
|
|
//now, we'll iterate through, and find the assets that are in this module, and this category
|
|
|
|
|
for( %i=0; %i < %numAssetsFound; %i++)
|
|
|
|
|
{
|
|
|
|
|
%assetId = %assetQuery.getAsset(%i);
|
2019-10-20 02:47:15 -05:00
|
|
|
|
|
|
|
|
%assetPath = makeRelativePath(AssetDatabase.getAssetFilePath(%assetId));
|
|
|
|
|
%assetBasePath = filePath(%assetPath);
|
|
|
|
|
|
|
|
|
|
//clean up the path
|
|
|
|
|
%assetBasePath = strreplace(%assetBasePath, "//", "/");
|
|
|
|
|
|
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 01:47:28 -06:00
|
|
|
if(%assetBasePath $= %breadcrumbPath || (%searchFilterActive && startsWith(%assetBasePath,%breadcrumbPath)))
|
2019-10-20 02:47:15 -05:00
|
|
|
{
|
|
|
|
|
//first, get the asset's module, as our major categories
|
|
|
|
|
%module = AssetDatabase.getAssetModule(%assetId);
|
|
|
|
|
%moduleName = %module.moduleId;
|
|
|
|
|
|
|
|
|
|
//it's good, so test that the category is right!
|
2018-01-28 15:30:17 -06:00
|
|
|
%assetType = AssetDatabase.getAssetCategory(%assetId);
|
|
|
|
|
if(%assetType $= "")
|
|
|
|
|
{
|
|
|
|
|
%assetType = AssetDatabase.getAssetType(%assetId);
|
|
|
|
|
}
|
|
|
|
|
|
2019-11-24 06:52:34 -06:00
|
|
|
%validType = false;
|
|
|
|
|
|
|
|
|
|
if(AssetBrowser.assetTypeFilter $= "")
|
|
|
|
|
{
|
|
|
|
|
if(AssetTypeListPopup.isItemChecked(0))
|
|
|
|
|
{
|
|
|
|
|
%validType = true;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
for(%f=1; %f < AssetFilterTypeList.Count(); %f++)
|
|
|
|
|
{
|
|
|
|
|
%isChecked = AssetTypeListPopup.isItemChecked(%f+1);
|
|
|
|
|
|
|
|
|
|
if(%isChecked)
|
|
|
|
|
{
|
|
|
|
|
%filterTypeName = AssetFilterTypeList.getKey(%f);
|
|
|
|
|
|
|
|
|
|
if(%activeTypeFilterList $= "")
|
|
|
|
|
%activeTypeFilterList = %filterTypeName;
|
|
|
|
|
else
|
|
|
|
|
%activeTypeFilterList = %activeTypeFilterList @ ", " @ %filterTypeName;
|
|
|
|
|
|
|
|
|
|
if(%filterTypeName @ "Asset" $= %assetType)
|
|
|
|
|
{
|
|
|
|
|
%validType = true;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(!%validType)
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
if(%assetType !$= AssetBrowser.assetTypeFilter)
|
|
|
|
|
continue;
|
|
|
|
|
}
|
2019-11-06 00:23:07 -06:00
|
|
|
|
2019-10-20 02:47:15 -05:00
|
|
|
/*if(%this.getItemText(%itemId) $= %assetType || (%assetType $= "" && %this.getItemText(%itemId) $= "Misc")
|
2018-01-28 15:30:17 -06:00
|
|
|
|| %moduleItemId == 1)
|
2019-10-20 02:47:15 -05:00
|
|
|
{*/
|
2018-01-28 15:30:17 -06:00
|
|
|
//stop adding after previewsPerPage is hit
|
|
|
|
|
%assetName = AssetDatabase.getAssetName(%assetId);
|
|
|
|
|
|
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 01:47:28 -06:00
|
|
|
if(%searchFilterActive)
|
2018-01-28 15:30:17 -06:00
|
|
|
{
|
|
|
|
|
if(strstr(strlwr(%assetName), strlwr(%searchText)) != -1)
|
2019-11-24 06:52:34 -06:00
|
|
|
{
|
2018-01-28 15:30:17 -06:00
|
|
|
%assetArray.add( %moduleName, %assetId);
|
2019-11-24 06:52:34 -06:00
|
|
|
|
|
|
|
|
if(%assetType !$= "Folder")
|
|
|
|
|
%finalAssetCount++;
|
|
|
|
|
}
|
2018-01-28 15:30:17 -06:00
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
//got it.
|
|
|
|
|
%assetArray.add( %moduleName, %assetId );
|
2019-11-24 06:52:34 -06:00
|
|
|
|
|
|
|
|
if(%assetType !$= "Folder")
|
|
|
|
|
%finalAssetCount++;
|
2018-01-28 15:30:17 -06:00
|
|
|
}
|
2019-10-20 02:47:15 -05:00
|
|
|
//}
|
|
|
|
|
}
|
2018-01-28 15:30:17 -06:00
|
|
|
}
|
2019-10-20 02:47:15 -05:00
|
|
|
|
|
|
|
|
//Add folders
|
|
|
|
|
if(EditorSettings.value("Assets/Browser/showFolders", true) == true)
|
2018-01-28 15:30:17 -06:00
|
|
|
{
|
2019-10-20 02:47:15 -05:00
|
|
|
%folders = getDirectoryList(%breadcrumbPath);
|
|
|
|
|
for(%f=0; %f < getFieldCount(%folders); %f++)
|
2018-01-28 15:30:17 -06:00
|
|
|
{
|
2019-10-20 02:47:15 -05:00
|
|
|
%folderName = getField(%folders, %f);
|
2018-01-28 15:30:17 -06:00
|
|
|
|
2019-10-20 02:47:15 -05:00
|
|
|
%searchText = AssetBrowserSearchFilter.getText();
|
|
|
|
|
if(%searchText !$= "Search Assets...")
|
2018-01-28 15:30:17 -06:00
|
|
|
{
|
2019-10-20 02:47:15 -05:00
|
|
|
if(strstr(strlwr(%folderName), strlwr(%searchText)) != -1)
|
2020-04-15 12:15:12 -05:00
|
|
|
%assetArray.add( %breadcrumbPath, "Folder" TAB %folderName );
|
2018-01-28 15:30:17 -06:00
|
|
|
}
|
2019-10-20 02:47:15 -05:00
|
|
|
else
|
2018-01-28 15:30:17 -06:00
|
|
|
{
|
2019-10-20 02:47:15 -05:00
|
|
|
//got it.
|
2020-04-15 12:15:12 -05:00
|
|
|
%assetArray.add( %breadcrumbPath, "Folder" TAB %folderName );
|
2018-01-28 15:30:17 -06:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
2019-10-20 02:47:15 -05:00
|
|
|
|
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 01:47:28 -06:00
|
|
|
//Add Non-Asset Scripted Objects. Datablock, etc based
|
|
|
|
|
%category = getWord( %breadcrumbPath, 1 );
|
|
|
|
|
%dataGroup = "DataBlockGroup";
|
|
|
|
|
|
2020-04-15 12:15:12 -05:00
|
|
|
for ( %i = 0; %i < %dataGroup.getCount(); %i++ )
|
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 01:47:28 -06:00
|
|
|
{
|
2020-04-15 12:15:12 -05:00
|
|
|
%obj = %dataGroup.getObject(%i);
|
|
|
|
|
// echo ("Obj: " @ %obj.getName() @ " - " @ %obj.category );
|
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 01:47:28 -06:00
|
|
|
|
2020-04-15 12:15:12 -05:00
|
|
|
//if ( %obj.category $= "" && %obj.category == 0 )
|
|
|
|
|
// continue;
|
|
|
|
|
|
|
|
|
|
%dbFilename = %obj.getFileName();
|
|
|
|
|
%dbFilePath = filePath(%dbFilename);
|
|
|
|
|
|
|
|
|
|
if(%breadcrumbPath $= %dbFilePath)
|
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 01:47:28 -06:00
|
|
|
{
|
2020-04-15 12:15:12 -05:00
|
|
|
%dbName = %obj.getName();
|
|
|
|
|
%assetArray.add( %breadcrumbPath, "Datablock" TAB %dbName );
|
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 01:47:28 -06:00
|
|
|
|
2020-04-15 12:15:12 -05:00
|
|
|
/*%catItem = AssetBrowser-->filterTree.findItemByName(%obj.category);
|
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 01:47:28 -06:00
|
|
|
|
2020-04-15 12:15:12 -05:00
|
|
|
if(%catItem == 0)
|
|
|
|
|
AssetBrowser-->filterTree.insertItem(%scriptedItem, %obj.category, "scripted");*/
|
|
|
|
|
/*%ctrl = %this.findIconCtrl( %obj.category );
|
|
|
|
|
if ( %ctrl == -1 )
|
|
|
|
|
{
|
|
|
|
|
%this.addFolderIcon( %obj.category );
|
|
|
|
|
}*/
|
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 01:47:28 -06:00
|
|
|
}
|
2020-04-15 12:15:12 -05:00
|
|
|
/*else if ( %breadcrumbPath $= %obj.category )
|
|
|
|
|
{
|
|
|
|
|
AssetBrowser-->filterTree.insertItem(%scriptedItem, %obj.getName());
|
|
|
|
|
}*/
|
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 01:47:28 -06:00
|
|
|
}
|
|
|
|
|
|
2019-10-20 02:47:15 -05:00
|
|
|
AssetBrowser.currentPreviewPage = 0;
|
|
|
|
|
AssetBrowser.totalPages = 1;
|
|
|
|
|
|
|
|
|
|
for(%i=0; %i < %assetArray.count(); %i++)
|
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 01:47:28 -06:00
|
|
|
AssetBrowser.buildAssetPreview( %assetArray.getValue(%i), %assetArray.getKey(%i) );
|
2019-10-20 02:47:15 -05:00
|
|
|
|
2019-11-24 06:52:34 -06:00
|
|
|
AssetBrowser_FooterText.text = %finalAssetCount @ " Assets";
|
|
|
|
|
|
|
|
|
|
%activeTypeFilterList = "";
|
|
|
|
|
if(AssetBrowser.assetTypeFilter $= "")
|
|
|
|
|
{
|
|
|
|
|
if(!AssetTypeListPopup.isItemChecked(0))
|
|
|
|
|
{
|
|
|
|
|
for(%f=1; %f < AssetFilterTypeList.Count(); %f++)
|
|
|
|
|
{
|
|
|
|
|
%isChecked = AssetTypeListPopup.isItemChecked(%f+1);
|
|
|
|
|
|
|
|
|
|
if(%isChecked)
|
|
|
|
|
{
|
|
|
|
|
%filterTypeName = AssetFilterTypeList.getKey(%f);
|
|
|
|
|
|
|
|
|
|
if(%activeTypeFilterList $= "")
|
|
|
|
|
%activeTypeFilterList = %filterTypeName;
|
|
|
|
|
else
|
|
|
|
|
%activeTypeFilterList = %activeTypeFilterList @ ", " @ %filterTypeName;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 01:47:28 -06:00
|
|
|
//if(!%validType)
|
|
|
|
|
// continue;
|
2019-11-24 06:52:34 -06:00
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
%activeTypeFilterList = AssetBrowser.assetTypeFilter;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(%activeTypeFilterList !$= "")
|
|
|
|
|
AssetBrowser_FooterText.text = AssetBrowser_FooterText.text @ " | Active Type Filters: " @ %activeTypeFilterList;
|
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 01:47:28 -06:00
|
|
|
|
|
|
|
|
%this.previewArrayDirty = false;
|
2018-01-28 15:30:17 -06:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//
|
|
|
|
|
//
|
2019-10-20 02:47:15 -05:00
|
|
|
// Search Filters
|
|
|
|
|
function AssetBrowserSearchFilterTxt::onWake( %this )
|
2018-01-28 15:30:17 -06:00
|
|
|
{
|
|
|
|
|
/*%filter = %this.treeView.getFilterText();
|
|
|
|
|
if( %filter $= "" )
|
|
|
|
|
%this.setText( "\c2Filter..." );
|
|
|
|
|
else
|
|
|
|
|
%this.setText( %filter );*/
|
|
|
|
|
}
|
|
|
|
|
|
2019-10-20 02:47:15 -05:00
|
|
|
function AssetBrowserSearchFilterTxt::onGainFirstResponder( %this )
|
2018-01-28 15:30:17 -06:00
|
|
|
{
|
|
|
|
|
%this.selectAllText();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// When Enter is pressed in the filter text control, pass along the text of the control
|
|
|
|
|
// as the treeview's filter.
|
2019-10-20 02:47:15 -05:00
|
|
|
function AssetBrowserFolderSearchFilter::onReturn( %this )
|
2018-01-28 15:30:17 -06:00
|
|
|
{
|
|
|
|
|
%text = %this.getText();
|
|
|
|
|
if( %text $= "" )
|
|
|
|
|
%this.reset();
|
2019-10-20 02:47:15 -05:00
|
|
|
|
2019-12-03 00:09:18 -06:00
|
|
|
AssetBrowser.refresh();
|
2018-01-28 15:30:17 -06:00
|
|
|
}
|
|
|
|
|
|
2019-10-20 02:47:15 -05:00
|
|
|
function AssetBrowserSearchFilter::onReturn( %this )
|
|
|
|
|
{
|
|
|
|
|
%text = %this.getText();
|
|
|
|
|
if( %text $= "" )
|
|
|
|
|
%this.reset();
|
|
|
|
|
|
|
|
|
|
AssetBrowser.rebuildAssetArray();
|
|
|
|
|
}
|
2018-01-28 15:30:17 -06:00
|
|
|
|
2019-10-20 02:47:15 -05:00
|
|
|
function AssetBrowserFolderSearchFilter::reset( %this )
|
2018-01-28 15:30:17 -06:00
|
|
|
{
|
2019-10-20 02:47:15 -05:00
|
|
|
%this.setText( "Search Folders..." );
|
|
|
|
|
|
2019-12-03 00:09:18 -06:00
|
|
|
AssetBrowser.refresh();
|
2018-01-28 15:30:17 -06:00
|
|
|
}
|
|
|
|
|
|
2019-10-20 02:47:15 -05:00
|
|
|
function AssetBrowserSearchFilter::reset( %this )
|
|
|
|
|
{
|
|
|
|
|
%this.setText( "Search Assets..." );
|
|
|
|
|
|
|
|
|
|
AssetBrowser.rebuildAssetArray();
|
|
|
|
|
}
|
2018-01-28 15:30:17 -06:00
|
|
|
|
2019-10-20 02:47:15 -05:00
|
|
|
function AssetBrowser_ClearFolderFilterBtn::onClick( %this )
|
2018-01-28 15:30:17 -06:00
|
|
|
{
|
2019-10-20 02:47:15 -05:00
|
|
|
AssetBrowserFolderSearchFilter.reset();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function AssetBrowser_ClearAssetFilterBtn::onClick( %this )
|
|
|
|
|
{
|
|
|
|
|
AssetBrowserSearchFilter.reset();
|
|
|
|
|
}
|
2019-12-03 00:09:18 -06:00
|
|
|
|
2019-10-20 02:47:15 -05:00
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
// Navigation
|
|
|
|
|
function AssetBrowser::navigateTo(%this, %address, %historyNav)
|
|
|
|
|
{
|
|
|
|
|
//Don't bother navigating if it's to the place we already are
|
2019-12-03 00:09:18 -06:00
|
|
|
if(AssetBrowser.dirHandler.currentAddress !$= %address)
|
|
|
|
|
{
|
|
|
|
|
AssetBrowser.dirHandler.navigateTo(%address, %historyNav);
|
|
|
|
|
|
|
|
|
|
%this.updateNavigationBreadcrumb(%address);
|
|
|
|
|
|
|
|
|
|
%module = AssetBrowser.dirHandler.getModuleFromAddress(%address);
|
|
|
|
|
if(%module !$= "")
|
|
|
|
|
{
|
|
|
|
|
//legit module, so set it as current target
|
|
|
|
|
AssetBrowser.SelectedModule = %module.moduleId;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
%this.rebuildAssetArray();
|
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 01:47:28 -06:00
|
|
|
%this.refresh();
|
2019-12-03 00:09:18 -06:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function AssetBrowser::navigateHistoryForward(%this)
|
|
|
|
|
{
|
|
|
|
|
%this.dirHandler.navigateHistoryForward();
|
|
|
|
|
|
|
|
|
|
%this.updateNavigationBreadcrumb();
|
|
|
|
|
|
|
|
|
|
%module = AssetBrowser.dirHandler.getModuleFromAddress(%address);
|
|
|
|
|
if(%module !$= "")
|
|
|
|
|
{
|
|
|
|
|
//legit module, so set it as current target
|
|
|
|
|
AssetBrowser.SelectedModule = %module.moduleId;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
%this.rebuildAssetArray();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function AssetBrowser::navigateHistoryBack(%this)
|
|
|
|
|
{
|
|
|
|
|
%this.dirHandler.navigateHistoryBack();
|
2019-10-20 02:47:15 -05:00
|
|
|
|
2019-12-03 00:09:18 -06:00
|
|
|
%this.updateNavigationBreadcrumb();
|
|
|
|
|
|
|
|
|
|
%module = AssetBrowser.dirHandler.getModuleFromAddress(%address);
|
|
|
|
|
if(%module !$= "")
|
|
|
|
|
{
|
|
|
|
|
//legit module, so set it as current target
|
|
|
|
|
AssetBrowser.SelectedModule = %module.moduleId;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
%this.rebuildAssetArray();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function AssetBrowser::updateNavigationBreadcrumb(%this, %address)
|
|
|
|
|
{
|
2019-10-20 02:47:15 -05:00
|
|
|
//clear the breadcrumb bar
|
|
|
|
|
AssetBrowser_BreadcrumbBar.clear();
|
|
|
|
|
|
|
|
|
|
//break down the address
|
|
|
|
|
%folderCount = getTokenCount(%address, "/");
|
|
|
|
|
|
|
|
|
|
%rebuiltPath = "";
|
|
|
|
|
for(%f=0; %f < %folderCount; %f++)
|
|
|
|
|
{
|
|
|
|
|
%folderName = getToken(%address, "/", %f);
|
|
|
|
|
|
|
|
|
|
%rebuiltPath = %f == 0 ? %folderName : %rebuiltPath @ "/" @ %folderName;
|
|
|
|
|
|
|
|
|
|
%folderNavButton = new GuiButtonCtrl()
|
|
|
|
|
{
|
|
|
|
|
profile = ToolsGuiButtonProfile;
|
|
|
|
|
text = %folderName;
|
|
|
|
|
command = "AssetBrowser.navigateTo(\"" @ %rebuiltPath @ "\");";
|
|
|
|
|
extent = "100" SPC AssetBrowser_BreadcrumbBar.extent.y;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
AssetBrowser_BreadcrumbBar.add(%folderNavButton);
|
|
|
|
|
|
|
|
|
|
if(%f != %folderCount-1)
|
|
|
|
|
{
|
|
|
|
|
%folderSpacerButton = new GuiBitmapButtonCtrl()
|
|
|
|
|
{
|
|
|
|
|
profile = ToolsGuiButtonProfile;
|
|
|
|
|
bitmap = "tools/gui/images/rightArrowWhite";
|
|
|
|
|
bitmapMode = "Centered";
|
|
|
|
|
extent = "25" SPC AssetBrowser_BreadcrumbBar.extent.y;
|
|
|
|
|
//command = "AssetBrowser.navigateTo(\"" @ %rebuiltPath @ "\");";
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
AssetBrowser_BreadcrumbBar.add(%folderSpacerButton);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//refresh the nav buttons to display the history
|
|
|
|
|
%backButtonHistory = "";
|
2019-12-03 00:09:18 -06:00
|
|
|
for(%i=0; %i < AssetBrowser.dirHandler.prevHistoryList.Count(); %i++)
|
2019-10-20 02:47:15 -05:00
|
|
|
{
|
2019-12-03 00:09:18 -06:00
|
|
|
%prevAddress = AssetBrowser.dirHandler.prevHistoryList.getKey(%i);
|
2019-10-20 02:47:15 -05:00
|
|
|
%backButtonHistory = %i==0 ? %prevAddress @ "\n" : %backButtonHistory @ %prevAddress @ "\n";
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
AssetBrowser_NavigateBackBtn.tooltip = %backButtonHistory;
|
|
|
|
|
|
|
|
|
|
%foreButtonHistory = "";
|
2019-12-03 00:09:18 -06:00
|
|
|
for(%i=0; %i < AssetBrowser.dirHandler.foreHistoryList.Count(); %i++)
|
2019-10-20 02:47:15 -05:00
|
|
|
{
|
2019-12-03 00:09:18 -06:00
|
|
|
%prevAddress = AssetBrowser.dirHandler.foreHistoryList.getKey(%i);
|
2019-10-20 02:47:15 -05:00
|
|
|
%foreButtonHistory = %i==0 ? %prevAddress @ "\n" : %foreButtonHistory @ %prevAddress @ "\n";
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
AssetBrowser_NavigateForwardBtn.tooltip = %foreButtonHistory;
|
2018-01-28 15:30:17 -06:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
function AssetBrowser::reloadModules(%this)
|
|
|
|
|
{
|
|
|
|
|
ModuleDatabase.unloadGroup("Game");
|
|
|
|
|
|
|
|
|
|
%modulesList = ModuleDatabase.findModules();
|
|
|
|
|
|
|
|
|
|
%count = getWordCount(%modulesList);
|
|
|
|
|
|
|
|
|
|
for(%i=0; %i < %count; %i++)
|
|
|
|
|
{
|
|
|
|
|
%moduleId = getWord(%modulesList, %i).ModuleId;
|
|
|
|
|
ModuleDatabase.unloadExplicit(%moduleId);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
ModuleDatabase.scanModules();
|
|
|
|
|
|
|
|
|
|
%modulesList = ModuleDatabase.findModules();
|
|
|
|
|
|
|
|
|
|
%count = getWordCount(%modulesList);
|
|
|
|
|
|
|
|
|
|
for(%i=0; %i < %count; %i++)
|
|
|
|
|
{
|
|
|
|
|
%moduleId = getWord(%modulesList, %i).ModuleId;
|
|
|
|
|
ModuleDatabase.loadExplicit(%moduleId);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//ModuleDatabase.loadGroup("Game");
|
|
|
|
|
}
|
2019-10-20 02:47:15 -05:00
|
|
|
|
|
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
function AssetBrowser::toggleFolderCollapseButton(%this)
|
|
|
|
|
{
|
|
|
|
|
%this.folderPanelState = !%this.folderPanelState;
|
|
|
|
|
|
|
|
|
|
//If we're collapsing
|
|
|
|
|
if(!%this.folderPanelState)
|
|
|
|
|
{
|
|
|
|
|
//Store the original
|
|
|
|
|
%this.folderPanelSplit = AssetBrowser_MainSplit.splitPoint.x;
|
|
|
|
|
|
|
|
|
|
//collapse it
|
|
|
|
|
AssetBrowser_MainSplit.setSplitPoint(AssetBrowser_MainSplit.splitterSize SPC AssetBrowser_MainSplit.splitPoint.y);
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
//restore the original
|
|
|
|
|
AssetBrowser_MainSplit.setSplitPoint(%this.folderPanelSplit SPC AssetBrowser_MainSplit.splitPoint.y);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
// Drag n drop
|
2018-01-28 15:30:17 -06:00
|
|
|
function AssetPreviewButton::onMouseDragged(%this)
|
|
|
|
|
{
|
|
|
|
|
%payload = new GuiBitmapButtonCtrl();
|
2019-12-23 12:37:55 -06:00
|
|
|
//%payload.assignFieldsFrom( %this );
|
|
|
|
|
%payload.assetName = %this.assetName;
|
|
|
|
|
%payload.assetType = %this.assetType ;
|
|
|
|
|
%payload.moduleName = %this.moduleName;
|
|
|
|
|
%payload.class = "AssetPreviewControl";
|
2018-01-28 15:30:17 -06:00
|
|
|
%payload.position = "0 0";
|
|
|
|
|
%payload.dragSourceControl = %this;
|
|
|
|
|
%payload.bitmap = %this.icon;
|
|
|
|
|
%payload.extent.x /= 2;
|
|
|
|
|
%payload.extent.y /= 2;
|
|
|
|
|
|
|
|
|
|
%xOffset = getWord( %payload.extent, 0 ) / 2;
|
|
|
|
|
%yOffset = getWord( %payload.extent, 1 ) / 2;
|
|
|
|
|
|
|
|
|
|
// Compute the initial position of the GuiDragAndDrop control on the cavas based on the current
|
|
|
|
|
// mouse cursor position.
|
|
|
|
|
|
|
|
|
|
%cursorpos = Canvas.getCursorPos();
|
|
|
|
|
%xPos = getWord( %cursorpos, 0 ) - %xOffset;
|
|
|
|
|
%yPos = getWord( %cursorpos, 1 ) - %yOffset;
|
|
|
|
|
|
|
|
|
|
if(!isObject(EditorDragAndDropLayer))
|
|
|
|
|
{
|
|
|
|
|
new GuiControl(EditorDragAndDropLayer)
|
|
|
|
|
{
|
|
|
|
|
position = "0 0";
|
|
|
|
|
extent = Canvas.extent;
|
|
|
|
|
};
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Create the drag control.
|
|
|
|
|
%ctrl = new GuiDragAndDropControl()
|
|
|
|
|
{
|
|
|
|
|
canSaveDynamicFields = "0";
|
|
|
|
|
Profile = "GuiSolidDefaultProfile";
|
|
|
|
|
HorizSizing = "right";
|
|
|
|
|
VertSizing = "bottom";
|
|
|
|
|
Position = %xPos SPC %yPos;
|
|
|
|
|
extent = %payload.extent;
|
|
|
|
|
MinExtent = "4 4";
|
|
|
|
|
canSave = "1";
|
|
|
|
|
Visible = "1";
|
|
|
|
|
hovertime = "1000";
|
|
|
|
|
|
|
|
|
|
// Let the GuiDragAndDropControl delete itself on mouse-up. When the drag is aborted,
|
|
|
|
|
// this not only deletes the drag control but also our payload.
|
|
|
|
|
deleteOnMouseUp = true;
|
|
|
|
|
|
|
|
|
|
useWholeCanvas = true;
|
|
|
|
|
|
|
|
|
|
// To differentiate drags, use the namespace hierarchy to classify them.
|
|
|
|
|
// This will allow a color swatch drag to tell itself apart from a file drag, for example.
|
|
|
|
|
class = "AssetPreviewControlType_AssetDrop";
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
// Add the temporary color swatch to the drag control as the payload.
|
|
|
|
|
%ctrl.add( %payload );
|
|
|
|
|
|
|
|
|
|
// Start drag by adding the drag control to the canvas and then calling startDragging().
|
|
|
|
|
//Canvas.getContent().add( %ctrl );
|
|
|
|
|
EditorDragAndDropLayer.add(%ctrl);
|
|
|
|
|
Canvas.pushDialog(EditorDragAndDropLayer);
|
|
|
|
|
|
|
|
|
|
%ctrl.startDragging( %xOffset, %yOffset );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function AssetPreviewButton::onControlDragCancelled(%this)
|
|
|
|
|
{
|
|
|
|
|
Canvas.popDialog(EditorDragAndDropLayer);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function AssetPreviewButton::onControlDropped( %this, %payload, %position )
|
|
|
|
|
{
|
|
|
|
|
Canvas.popDialog(EditorDragAndDropLayer);
|
|
|
|
|
|
|
|
|
|
if( !%payload.parentGroup.isInNamespaceHierarchy( "AssetPreviewControlType_AssetDrop" ) )
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
// If dropped on same button whence we came from,
|
|
|
|
|
// do nothing.
|
|
|
|
|
|
|
|
|
|
if( %payload.dragSourceControl == %this )
|
|
|
|
|
return;
|
2019-12-23 12:37:55 -06:00
|
|
|
|
|
|
|
|
%assetType = %payload.dragSourceControl.parentGroup.assetType;
|
|
|
|
|
%assetName = %payload.dragSourceControl.parentGroup.assetName;
|
|
|
|
|
%moduleName = %payload.dragSourceControl.parentGroup.moduleName;
|
|
|
|
|
|
|
|
|
|
%targetAssetName = %this.assetName;
|
|
|
|
|
%targetAssetType = %this.assetType;
|
|
|
|
|
%targetModuleName = %this.moduleName;
|
2018-01-28 15:30:17 -06:00
|
|
|
|
2019-12-23 12:37:55 -06:00
|
|
|
if( %payload.dragSourceControl.class $= "AssetPreviewButton" && %targetAssetType $= "Folder")
|
2018-01-28 15:30:17 -06:00
|
|
|
{
|
2019-12-23 12:37:55 -06:00
|
|
|
%destination = %targetModuleName @ "/" @ %targetAssetName;
|
|
|
|
|
|
|
|
|
|
if(%assetType $= "Folder")
|
|
|
|
|
{
|
|
|
|
|
%originFolder = %moduleName @ "/" @ %assetName;
|
|
|
|
|
%destination = %destination @ "/" @ %assetName;
|
|
|
|
|
|
|
|
|
|
//Do any cleanup required given the type
|
|
|
|
|
if(AssetBrowser.isMethod("moveFolder"))
|
|
|
|
|
eval(AssetBrowser @ ".moveFolder(\""@%originFolder@"\",\""@%destination@"\");");
|
|
|
|
|
}
|
2018-01-28 15:30:17 -06:00
|
|
|
else
|
2019-12-23 12:37:55 -06:00
|
|
|
{
|
|
|
|
|
%assetId = %moduleName @ ":" @ %assetName;
|
|
|
|
|
%assetDef = AssetDatabase.acquireAsset(%assetId);
|
|
|
|
|
%assetType = AssetDatabase.getAssetType(%assetId);
|
|
|
|
|
|
|
|
|
|
//Do any cleanup required given the type
|
|
|
|
|
if(AssetBrowser.isMethod("move"@%assetType))
|
|
|
|
|
{
|
|
|
|
|
%command = AssetBrowser @ ".move" @ %assetType @ "(" @ %assetDef @ ",\"" @ %destination @ "\");";
|
|
|
|
|
eval(AssetBrowser @ ".move" @ %assetType @ "(" @ %assetDef @ ",\"" @ %destination @ "\");");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
AssetBrowser.refresh();
|
2018-01-28 15:30:17 -06:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function EWorldEditor::onControlDropped( %this, %payload, %position )
|
|
|
|
|
{
|
|
|
|
|
Canvas.popDialog(EditorDragAndDropLayer);
|
|
|
|
|
|
|
|
|
|
// Make sure this is a color swatch drag operation.
|
|
|
|
|
if( !%payload.parentGroup.isInNamespaceHierarchy( "AssetPreviewControlType_AssetDrop" ) )
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
// If dropped on same button whence we came from,
|
|
|
|
|
// do nothing.
|
|
|
|
|
|
|
|
|
|
if( %payload.dragSourceControl == %this )
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
%assetType = %payload.dragSourceControl.parentGroup.assetType;
|
|
|
|
|
|
|
|
|
|
%pos = EWCreatorWindow.getCreateObjectPosition(); //LocalClientConnection.camera.position;
|
|
|
|
|
%module = %payload.dragSourceControl.parentGroup.moduleName;
|
|
|
|
|
%asset = %payload.dragSourceControl.parentGroup.assetName;
|
|
|
|
|
|
2019-12-03 00:09:18 -06:00
|
|
|
if(AssetBrowser.isMethod("on" @ %assetType @ "EditorDropped"))
|
|
|
|
|
{
|
|
|
|
|
%assetDef = AssetDatabase.acquireAsset(%module @ ":" @ %asset);
|
|
|
|
|
%buildCommand = AssetBrowser @ ".on" @ %assetType @ "EditorDropped(" @ %assetDef @ ",\"" @ %position @ "\");";
|
|
|
|
|
eval(%buildCommand);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/*if(%assetType $= "ImageAsset")
|
2018-01-28 15:30:17 -06:00
|
|
|
{
|
2019-05-04 11:49:42 -05:00
|
|
|
echo("WorldEditor::onControlDropped - dropped an ImageAsset onto the editor window. Todo: Implement dropping image/material into scene");
|
2018-01-28 15:30:17 -06:00
|
|
|
}
|
|
|
|
|
else if(%assetType $= "ShapeAsset")
|
|
|
|
|
{
|
|
|
|
|
echo("DROPPED A SHAPE ON THE EDITOR WINDOW!");
|
|
|
|
|
|
2019-11-18 03:30:04 -06:00
|
|
|
/*%staticShapeObjDef = AssetDatabase.acquireAsset("Core_GameObjects:StaticShapeObject");
|
2019-05-04 11:49:42 -05:00
|
|
|
|
|
|
|
|
%newEntity = %staticShapeObjDef.createObject();
|
2018-01-28 15:30:17 -06:00
|
|
|
|
2019-05-04 11:49:42 -05:00
|
|
|
%newEntity.position = %pos;
|
|
|
|
|
%newEntity-->MeshComponent.MeshAsset = %module @ ":" @ %asset;
|
|
|
|
|
|
2019-11-18 03:30:04 -06:00
|
|
|
%newEntity.dirtyGameObject = true; //because if we're specifically setting the mesh asset, it's dirty*/
|
|
|
|
|
|
2019-12-03 00:09:18 -06:00
|
|
|
/*%newEntity = new TSStatic()
|
2019-11-18 03:30:04 -06:00
|
|
|
{
|
|
|
|
|
position = %pos;
|
|
|
|
|
shapeAsset = %module @ ":" @ %asset;
|
|
|
|
|
};
|
2019-08-19 01:14:34 -05:00
|
|
|
|
2019-05-04 11:49:42 -05:00
|
|
|
getScene(0).add(%newEntity);
|
2018-01-28 15:30:17 -06:00
|
|
|
|
|
|
|
|
EWorldEditor.clearSelection();
|
|
|
|
|
EWorldEditor.selectObject(%newEntity);
|
|
|
|
|
}
|
|
|
|
|
else if(%assetType $= "MaterialAsset")
|
|
|
|
|
{
|
2019-05-04 11:49:42 -05:00
|
|
|
echo("WorldEditor::onControlDropped - dropped an MaterialAsset onto the editor window. Todo: Implement dropping image/material into scene");
|
2018-01-28 15:30:17 -06:00
|
|
|
}
|
|
|
|
|
else if(%assetType $= "GameObjectAsset")
|
|
|
|
|
{
|
2019-05-04 11:49:42 -05:00
|
|
|
echo("WorldEditor::onControlDropped - dropped an GameObjectAsset onto the editor window.");
|
2018-01-28 15:30:17 -06:00
|
|
|
|
2019-05-04 11:49:42 -05:00
|
|
|
%goAssetDef = AssetDatabase.acquireAsset(%module @ ":" @%asset);
|
2018-01-28 15:30:17 -06:00
|
|
|
|
2019-05-04 11:49:42 -05:00
|
|
|
AssetBrowser.dragAndDropGameObjectAsset(%goAssetDef, EWorldEditor);
|
2018-01-28 15:30:17 -06:00
|
|
|
}
|
|
|
|
|
else if(%assetType $= "ComponentAsset")
|
|
|
|
|
{
|
|
|
|
|
%newEntity = new Entity()
|
|
|
|
|
{
|
|
|
|
|
position = %pos;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
%assetDef = AssetDatabase.acquireAsset(%module @ ":" @ %asset);
|
|
|
|
|
|
|
|
|
|
if(%assetDef.componentClass $= "Component")
|
|
|
|
|
eval("$tmpVar = new " @ %assetDef.componentClass @ "() { class = " @ %assetDef.componentName @ "; }; %newEntity.add($tmpVar);");
|
|
|
|
|
else
|
|
|
|
|
eval("$tmpVar = new " @ %assetDef.componentClass @ "() {}; %newEntity.add($tmpVar);");
|
|
|
|
|
|
2019-05-04 11:49:42 -05:00
|
|
|
getScene(0).add(%newEntity);
|
2018-01-28 15:30:17 -06:00
|
|
|
|
|
|
|
|
EWorldEditor.clearSelection();
|
|
|
|
|
EWorldEditor.selectObject(%newEntity);
|
|
|
|
|
}
|
|
|
|
|
else if(%assetType $= "ScriptAsset") //do we want to do it this way?
|
|
|
|
|
{
|
|
|
|
|
%newEntity = new Entity()
|
|
|
|
|
{
|
|
|
|
|
position = %pos;
|
|
|
|
|
class = %asset;
|
|
|
|
|
};
|
|
|
|
|
|
2019-05-04 11:49:42 -05:00
|
|
|
getScene(0).add(%newEntity);
|
2018-01-28 15:30:17 -06:00
|
|
|
|
|
|
|
|
EWorldEditor.clearSelection();
|
|
|
|
|
EWorldEditor.selectObject(%newEntity);
|
2019-12-03 00:09:18 -06:00
|
|
|
}*/
|
2018-01-28 15:30:17 -06:00
|
|
|
|
|
|
|
|
EWorldEditor.isDirty = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function AssetBrowserFilterTree::onControlDropped( %this, %payload, %position )
|
|
|
|
|
{
|
|
|
|
|
Canvas.popDialog(EditorDragAndDropLayer);
|
|
|
|
|
|
|
|
|
|
if( !%payload.parentGroup.isInNamespaceHierarchy( "AssetPreviewControlType_AssetDrop" ) )
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
%assetType = %payload.dragSourceControl.parentGroup.assetType;
|
|
|
|
|
%assetName = %payload.dragSourceControl.parentGroup.assetName;
|
|
|
|
|
%moduleName = %payload.dragSourceControl.parentGroup.moduleName;
|
|
|
|
|
|
|
|
|
|
echo("DROPPED A " @ %assetType @ " ON THE ASSET BROWSER NAVIGATION TREE!");
|
|
|
|
|
|
|
|
|
|
%item = %this.getItemAtPosition(%position);
|
|
|
|
|
|
|
|
|
|
echo("DROPPED IT ON ITEM " @ %item);
|
|
|
|
|
|
|
|
|
|
%parent = %this.getParentItem(%item);
|
|
|
|
|
|
2019-11-24 06:52:34 -06:00
|
|
|
if(%item != 1)
|
2018-01-28 15:30:17 -06:00
|
|
|
{
|
2019-11-24 06:52:34 -06:00
|
|
|
//we're a folder entry, cool
|
|
|
|
|
%path = %this.getItemValue(%item) @ "/" @ %this.getItemText(%item);
|
|
|
|
|
echo("DROPPED IT ON PATH " @ %path);
|
2018-01-28 15:30:17 -06:00
|
|
|
|
2019-12-03 00:09:18 -06:00
|
|
|
if(%path !$= AssetBrowser.dirHandler.CurrentAddress)
|
2018-01-28 15:30:17 -06:00
|
|
|
{
|
|
|
|
|
//we're trying to move the asset to a different module!
|
2019-12-23 12:37:55 -06:00
|
|
|
//MessageBoxYesNo( "Move Asset", "Do you wish to move asset " @ %assetName @ " to " @ %path @ "?",
|
|
|
|
|
// "AssetBrowser.moveAsset(\""@ %moduleName @ ":" @ %assetName @"\", \""@%path@"\");", "");
|
|
|
|
|
|
|
|
|
|
if(%assetType $= "Folder")
|
|
|
|
|
{
|
|
|
|
|
%originFolder = %moduleName @ "/" @ %assetName;
|
|
|
|
|
%path = %path @ "/" @ %assetName;
|
|
|
|
|
|
|
|
|
|
//Do any cleanup required given the type
|
|
|
|
|
if(AssetBrowser.isMethod("moveFolder"))
|
|
|
|
|
eval(AssetBrowser @ ".moveFolder(\""@%originFolder@"\",\""@%path@"\");");
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
%assetId = %moduleName @ ":" @ %assetName;
|
|
|
|
|
%assetDef = AssetDatabase.acquireAsset(%assetId);
|
|
|
|
|
%assetType = AssetDatabase.getAssetType(%assetId);
|
|
|
|
|
|
|
|
|
|
//Do any cleanup required given the type
|
|
|
|
|
if(AssetBrowser.isMethod("move"@%assetType))
|
|
|
|
|
{
|
|
|
|
|
%command = AssetBrowser @ ".move" @ %assetType @ "(" @ %assetDef @ ",\"" @ %path @ "\");";
|
|
|
|
|
eval(AssetBrowser @ ".move" @ %assetType @ "(" @ %assetDef @ ",\"" @ %path @ "\");");
|
|
|
|
|
}
|
|
|
|
|
}
|
2018-01-28 15:30:17 -06:00
|
|
|
}
|
|
|
|
|
}
|
2019-11-24 06:52:34 -06:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function AssetBrowserFilterTree::onDragDropped( %this )
|
|
|
|
|
{
|
|
|
|
|
%asdgadfhg =true;
|
|
|
|
|
}
|
2020-02-17 00:32:50 -06:00
|
|
|
|
|
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
function AssetBrowser::importLooseFiles(%this)
|
|
|
|
|
{
|
|
|
|
|
echo("Adding loose files at directory " @ %this.dirHandler.currentAddress);
|
|
|
|
|
LooseFileAuditWindow.showDialog(%this.dirHandler.currentAddress);
|
|
|
|
|
}
|