Torque3D/Templates/BaseGame/game/tools/assetBrowser/scripts/assetBrowser.cs

1703 lines
50 KiB
C#
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new SimGroup(AssetBrowserPreviewCache);
//AssetBrowser.addToolbarButton
function AssetBrowser::addToolbarButton(%this)
{
%filename = expandFilename("tools/gui/images/iconOpen");
%button = new GuiBitmapButtonCtrl() {
canSaveDynamicFields = "0";
internalName = AssetBrowserBtn;
Enabled = "1";
isContainer = "0";
Profile = "ToolsGuiButtonProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "180 0";
Extent = "25 19";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Command = "AssetBrowser.ShowDialog();";
tooltipprofile = "ToolsGuiToolTipProfile";
ToolTip = "Asset Browser";
hovertime = "750";
bitmap = %filename;
bitmapMode = "Centered";
buttonType = "PushButton";
groupNum = "0";
useMouseEvents = "0";
};
ToolsToolbarArray.add(%button);
EWToolsToolbar.setExtent((25 + 8) * (ToolsToolbarArray.getCount()) + 12 SPC "33");
}
//
function AssetBrowser::onAdd(%this)
{
}
function AssetBrowser::onWake(%this)
{
// manage preview array
if(!isObject(AssetPreviewArray))
new ArrayObject(AssetPreviewArray);
if(!isObject(%this.dirHandler))
%this.dirHandler = makedirectoryHandler(AssetBrowser-->filterTree, "cache,shaderCache", "");
AssetBrowser-->filterTree.buildIconTable( ":tools/classIcons/Prefab:tools/classIcons/Prefab" @
":tools/classIcons/SimSet:tools/classIcons/SimSet");
%this.isReImportingAsset = false;
%this.coreModulesFilter = false;
%this.toolsModulesFilter = false;
%this.onlyShowModulesWithAssets = false;
%this.folderPanelState = true;
%this.folderPanelSplit = 0;
%this.templateFilesPath = "tools/assetBrowser/scripts/templateFiles/";
//First, build our our list of active modules
%modulesList = ModuleDatabase.findModules(true);
%this.setPreviewSize(EditorSettings.value("Assets/Browser/previewTileSize", "small"));
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.toggleAssetTypeFilter(0);
}
//Filters
function AssetBrowser::showFilterPopup(%this)
{
BrowserVisibilityPopup.showPopup(Canvas);
}
function AssetBrowser::viewCoreModulesFilter(%this)
{
%oldVal = EditorSettings.value("Assets/Browser/showCoreModule", false);
%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.coreModulesFilter = %newVal;
BrowserVisibilityPopup.checkItem(0,%newVal);
EditorSettings.setValue("Assets/Browser/showCoreModule", %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();
}
function AssetBrowser::viewToolsModulesFilter(%this)
{
%oldVal = EditorSettings.value("Assets/Browser/showToolsModule", false);
%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;
BrowserVisibilityPopup.checkItem(1,%newVal);
EditorSettings.setValue("Assets/Browser/showToolsModule", %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();
}
function AssetBrowser::viewPopulatedModulesFilter(%this)
{
%oldVal = EditorSettings.value("Assets/Browser/showOnlyPopulatedModule", false);
%newVal = !%oldVal;
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();
}
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();
}
function AssetBrowser::toggleShowingEmptyFolders(%this)
{
%oldVal = EditorSettings.value("Assets/Browser/showEmptyFolders", false);
%newVal = !%oldVal;
BrowserVisibilityPopup.checkItem(5,%newVal);
EditorSettings.setValue("Assets/Browser/showEmptyFolders", %newVal);
AssetBrowser.refresh();
}
function AssetBrowser::toggleAssetTypeFilter(%this, %assetTypeIdx)
{
%isChecked = AssetTypeListPopup.isItemChecked(%assetTypeIdx);
//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();
}
//
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 $= "name" )
{
eval( "" @ AssetBrowser.selectCallback @ "(" @ %name @ ");");
}
else
{
%command = "" @ AssetBrowser.selectCallback @ "(\"" @ %asset @ "\");";
eval(%command);
}
}
else
{
//try just setting the asset
%this.changeAsset();
}
Inspector.refresh();
AssetBrowser.hideDialog();
}
function AssetBrowser::showDialog( %this, %AssetTypeFilter, %selectCallback, %targetObj, %fieldName, %returnType)
{
// Set the select callback
AssetBrowser.selectCallback = %selectCallback;
AssetBrowser.returnType = %returnType;
AssetBrowser.assetTypeFilter = %AssetTypeFilter;
AssetBrowser.fieldTargetObject = %targetObj;
AssetBrowser.fieldTargetName = %fieldName;
Canvas.pushDialog(AssetBrowser);
AssetBrowser.setVisible(1);
AssetBrowserWindow.setVisible(1);
AssetBrowserWindow.selectWindow();
//If we're special-case filtering(like for selecting a given type), then ignore our normal
//visibility filter
if(%AssetTypeFilter !$= "")
{
AssetBrowser.toggleAssetTypeFilter(0);
}
if(%selectCallback $= "")
{
//we're not in selection mode, so just hide the select button
%this-->SelectButton.setHidden(true);
}
else
{
%this-->SelectButton.setHidden(false);
}
AssetBrowser.loadDirectories();
}
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 )
{
if(!isObject(%this.previewData))
{
%this.previewData = new ScriptObject();
}
AssetPreviewArray.empty();
%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) !$= "")
{
%assetDesc = AssetDatabase.acquireAsset(%asset);
%assetName = AssetDatabase.getAssetName(%asset);
%assetType = AssetDatabase.getAssetType(%asset);
}
else
{
//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;
%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;*/
//%assetName = %asset;
//%assetType = "Folder";
}
%previewSize = %this.previewSize SPC %this.previewSize;
%previewBounds = 20;
%tooltip = %assetName;
%doubleClickCommand = "AssetBrowser.editAsset( "@%assetDesc@" );";
if(%assetType $= "ShapeAsset")
{
%previewButton = AssetPreviewButtonsTemplate-->ShapeAssetPreviewButton.deepClone();
}
else
{
%previewButton = AssetPreviewButtonsTemplate-->GeneralAssetPreviewButton.deepClone();
}
%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;
Changed default terrain paths to go into data/terrains if nothing is set Added default terrianmat definition for warning_material Corrected separator-h image path for a few GUI controls Corrected SelectAssetPathWindow reference so it focuses the window right Changed new asset window to work with new Select Path window and address system Added call to force AssetBrowser to load/initialize when the tools are initialized(ensures anything utilizing assets in other tools don't have reference issues) Standardized drag-n-drop move behavior in the Asset browser so dragging onto the folder tree and a folder in the browser both behave more predictably If import config is set to not allow importing with errors, then the Done button is disabled when errors are detected Updated the example assettype file for the AB Fixed up move/delete/rename behavior for folders in AB Begun full standardization of move/delete/rename actions for other asset types in AB Added standardized call for New Asset field fillouts by letting the asset types populate them Moved terrain block creation to the standard create call so it can accept other normal fields like resolution Updated the 'Do you want to create' terrain block prompts to generate the asset if yes, and if no it'll prompt to go find an existing terrain asset Added placeholder image for terrain material asset for preview Updated refresh behavior for terrain material assets so they properly populate on creation now Added standardized functions to the directoryHandling class for folder/file manipulation Corrected some warnMat image references
2019-12-23 12:37:55 -06:00
%previewButton-->button.assetName = %assetName;
%previewButton-->button.moduleName = %moduleName;
%previewButton-->button.assetType = %assetType;
if(%assetType $= "ShapeAsset")
{
%previewButton-->shapeAssetView.setModel(%previewImage);
%previewButton-->shapeAssetView.extent = %previewSize;
}
else
{
%previewButton-->assetPreviewImage.bitmap = %this.previewData.previewImage;
%previewButton-->assetPreviewImage.extent = %previewSize;
}
%previewButton-->AssetPreviewBorderButton.extent = %previewSize;
//%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;
//%previewButton-->AssetPreviewButton.icon = %this.previewData.previewImage;
%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;
// add to the gui control array
AssetBrowser-->assetList.add(%previewButton);
// add to the array object for reference later
AssetPreviewArray.add( %previewButton, %this.previewData.previewImage );
}
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;
}
}
//
//
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)
{
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
}*/
//
//
function AssetBrowser::loadDirectories( %this )
{
AssetBrowser-->filterTree.clear();
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");
%this.dirHandler.loadFolders("Data", %dataItem);
//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");
%this.dirHandler.loadFolders("Core", %coreItem);
}
//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");
%this.dirHandler.loadFolders("Tools", %toolsItem);
}
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 );
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 );
//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());
}*/
//}
//}
// }
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
AssetPreviewArray.empty();
AssetBrowser-->filterTree.buildVisibleTree(true);
//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);
}
}
//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);
AssetBrowser.dirHandler.expandTreeToAddress(AssetBrowser.dirHandler.currentAddress);
%selectedItem = AssetBrowser.dirHandler.getFolderTreeItemFromAddress(AssetBrowser.dirHandler.currentAddress);
AssetBrowser-->filterTree.scrollVisibleByObjectId(%selectedItem);
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);
AssetBrowser.refresh();
}
function AssetBrowser::updateSelection( %this, %asset, %moduleName )
{
//If we're navigating a folder, just nav to it and be done
/*if(isDirectory(%moduleName))
{
AssetBrowser.navigateTo(%moduleName @ "/" @ %asset);
return;
}*/
%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)
%moduleItemId = AssetBrowser-->filterTree.insertItem(1, %module.moduleId, "", "", 1, 2);
//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);
//Flag us as dirty for editing purposes
EWorldEditor.setSceneAsDirty();
}
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;
%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();
}
AssetBrowser.onBeginDropFiles();
AssetBrowser.onDropFile(%reimportingPath);
AssetBrowser.onEndDropFiles();
%module = AssetDatabase.getAssetModule(EditAssetPopup.assetId);
//get the selected module data
ImportAssetModuleList.setText(%module.ModuleId);
}
}
//
//
// RMB context popups
function AssetPreviewButton::onRightClick(%this)
{
AssetBrowser.selectedAssetPreview = %this.getParent();
EditAssetPopup.assetId = %this.getParent().moduleName @ ":" @ %this.getParent().assetName;
EditAssetPopup.assetType = %this.getParent().assetType;
%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?
if(%assetType $= "ImageAsset" /*|| %assetType $= "GameObjectAsset"*/ || %assetType $= "CppAsset" || %assetType $= "SoundAsset")
{
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);
}
if(%assetType $= "LevelAsset")
EditLevelAssetPopup.showPopup(Canvas);
else if(%assetType $= "Folder")
{
Changed default terrain paths to go into data/terrains if nothing is set Added default terrianmat definition for warning_material Corrected separator-h image path for a few GUI controls Corrected SelectAssetPathWindow reference so it focuses the window right Changed new asset window to work with new Select Path window and address system Added call to force AssetBrowser to load/initialize when the tools are initialized(ensures anything utilizing assets in other tools don't have reference issues) Standardized drag-n-drop move behavior in the Asset browser so dragging onto the folder tree and a folder in the browser both behave more predictably If import config is set to not allow importing with errors, then the Done button is disabled when errors are detected Updated the example assettype file for the AB Fixed up move/delete/rename behavior for folders in AB Begun full standardization of move/delete/rename actions for other asset types in AB Added standardized call for New Asset field fillouts by letting the asset types populate them Moved terrain block creation to the standard create call so it can accept other normal fields like resolution Updated the 'Do you want to create' terrain block prompts to generate the asset if yes, and if no it'll prompt to go find an existing terrain asset Added placeholder image for terrain material asset for preview Updated refresh behavior for terrain material assets so they properly populate on creation now Added standardized functions to the directoryHandling class for folder/file manipulation Corrected some warnMat image references
2019-12-23 12:37:55 -06:00
EditFolderPopup.dirPath = %this.getParent().moduleName @ "/" @ %this.getParent().assetName;
EditFolderPopup.showPopup(Canvas);
}
else
EditAssetPopup.showPopup(Canvas);
if(%assetType $= "Folder")
{
EditAssetPopup.assetId = %this.getParent().moduleName @ "/" @ %this.getParent().assetName;
}
}
//function AssetListPanel::onRightMouseDown(%this)
function AssetListPanelInputs::onRightMouseDown(%this)
{
AddNewAssetPopup.showPopup(Canvas);
}
function AssetBrowserFilterTree::onRightMouseDown(%this, %itemId)
{
%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"))
{
//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
{
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;
}
}
else
{
EditFolderPopup.showPopup(Canvas);
EditFolderPopup.assetType = "Folder";
}
}
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")
{
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);
}
}
//
//
//
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 $= "Large")
{
%this.previewSize = 160;
AssetPreviewSizePopup.checkItem(2, true);
}
EditorSettings.setValue("Assets/Browser/previewTileSize", %size);
%this.rebuildAssetArray();
}
function AssetBrowser::refreshPreviews(%this)
{
AssetBrowserFilterTree.onSelect(AssetBrowser.selectedItem);
}
function AssetBrowserFilterTree::onSelect(%this, %itemId)
{
if(%itemId == 1)
//can't select root
return;
//Make sure we have an actual module selected!
%parentId = %this.getParentItem(%itemId);
%name = %this.getItemText(%itemId);
%breadcrumbPath = %this.getItemValue(%itemId);
if(%breadcrumbPath !$= "")
%breadcrumbPath = %breadcrumbPath @ "/" @ %this.getItemText(%itemId);
else
%breadcrumbPath = %this.getItemText(%itemId);
if(%breadcrumbPath $= "")
%breadcrumbPath = AssetBrowser.dirHandler.currentAddress;
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;
%breadcrumbPath = AssetBrowser.dirHandler.currentAddress;
// we have to empty out the list; so when we create new guicontrols, these dont linger
AssetBrowser-->assetList.deleteAllObjects();
AssetPreviewArray.empty();
if(isObject(%assetArray))
%assetArray.delete();
%assetArray = new ArrayObject();
//First, Query for our assets
%assetQuery = new AssetQuery();
%numAssetsFound = AssetDatabase.findAllAssets(%assetQuery);
%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...";
//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);
%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)))
{
//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!
%assetType = AssetDatabase.getAssetCategory(%assetId);
if(%assetType $= "")
{
%assetType = AssetDatabase.getAssetType(%assetId);
}
%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;
}
/*if(%this.getItemText(%itemId) $= %assetType || (%assetType $= "" && %this.getItemText(%itemId) $= "Misc")
|| %moduleItemId == 1)
{*/
//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)
{
if(strstr(strlwr(%assetName), strlwr(%searchText)) != -1)
{
%assetArray.add( %moduleName, %assetId);
if(%assetType !$= "Folder")
%finalAssetCount++;
}
}
else
{
//got it.
%assetArray.add( %moduleName, %assetId );
if(%assetType !$= "Folder")
%finalAssetCount++;
}
//}
}
}
//Add folders
if(EditorSettings.value("Assets/Browser/showFolders", true) == true)
{
%folders = getDirectoryList(%breadcrumbPath);
for(%f=0; %f < getFieldCount(%folders); %f++)
{
%folderName = getField(%folders, %f);
%searchText = AssetBrowserSearchFilter.getText();
if(%searchText !$= "Search Assets...")
{
if(strstr(strlwr(%folderName), strlwr(%searchText)) != -1)
%assetArray.add( %breadcrumbPath, "Folder" TAB %folderName );
}
else
{
//got it.
%assetArray.add( %breadcrumbPath, "Folder" TAB %folderName );
}
}
}
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";
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
{
%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
//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
{
%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
/*%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
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
}
/*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
}
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) );
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;
}
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;
}
//
//
// Search Filters
function AssetBrowserSearchFilterTxt::onWake( %this )
{
/*%filter = %this.treeView.getFilterText();
if( %filter $= "" )
%this.setText( "\c2Filter..." );
else
%this.setText( %filter );*/
}
function AssetBrowserSearchFilterTxt::onGainFirstResponder( %this )
{
%this.selectAllText();
}
// When Enter is pressed in the filter text control, pass along the text of the control
// as the treeview's filter.
function AssetBrowserFolderSearchFilter::onReturn( %this )
{
%text = %this.getText();
if( %text $= "" )
%this.reset();
AssetBrowser.refresh();
}
function AssetBrowserSearchFilter::onReturn( %this )
{
%text = %this.getText();
if( %text $= "" )
%this.reset();
AssetBrowser.rebuildAssetArray();
}
function AssetBrowserFolderSearchFilter::reset( %this )
{
%this.setText( "Search Folders..." );
AssetBrowser.refresh();
}
function AssetBrowserSearchFilter::reset( %this )
{
%this.setText( "Search Assets..." );
AssetBrowser.rebuildAssetArray();
}
function AssetBrowser_ClearFolderFilterBtn::onClick( %this )
{
AssetBrowserFolderSearchFilter.reset();
}
function AssetBrowser_ClearAssetFilterBtn::onClick( %this )
{
AssetBrowserSearchFilter.reset();
}
//
//
// Navigation
function AssetBrowser::navigateTo(%this, %address, %historyNav)
{
//Don't bother navigating if it's to the place we already are
if(AssetBrowser.dirHandler.currentAddress !$= %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();
}
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();
%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)
{
//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 = "";
for(%i=0; %i < AssetBrowser.dirHandler.prevHistoryList.Count(); %i++)
{
%prevAddress = AssetBrowser.dirHandler.prevHistoryList.getKey(%i);
%backButtonHistory = %i==0 ? %prevAddress @ "\n" : %backButtonHistory @ %prevAddress @ "\n";
}
AssetBrowser_NavigateBackBtn.tooltip = %backButtonHistory;
%foreButtonHistory = "";
for(%i=0; %i < AssetBrowser.dirHandler.foreHistoryList.Count(); %i++)
{
%prevAddress = AssetBrowser.dirHandler.foreHistoryList.getKey(%i);
%foreButtonHistory = %i==0 ? %prevAddress @ "\n" : %foreButtonHistory @ %prevAddress @ "\n";
}
AssetBrowser_NavigateForwardBtn.tooltip = %foreButtonHistory;
}
//
//
//
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");
}
//
//
//
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
function AssetPreviewButton::onMouseDragged(%this)
{
%payload = new GuiBitmapButtonCtrl();
Changed default terrain paths to go into data/terrains if nothing is set Added default terrianmat definition for warning_material Corrected separator-h image path for a few GUI controls Corrected SelectAssetPathWindow reference so it focuses the window right Changed new asset window to work with new Select Path window and address system Added call to force AssetBrowser to load/initialize when the tools are initialized(ensures anything utilizing assets in other tools don't have reference issues) Standardized drag-n-drop move behavior in the Asset browser so dragging onto the folder tree and a folder in the browser both behave more predictably If import config is set to not allow importing with errors, then the Done button is disabled when errors are detected Updated the example assettype file for the AB Fixed up move/delete/rename behavior for folders in AB Begun full standardization of move/delete/rename actions for other asset types in AB Added standardized call for New Asset field fillouts by letting the asset types populate them Moved terrain block creation to the standard create call so it can accept other normal fields like resolution Updated the 'Do you want to create' terrain block prompts to generate the asset if yes, and if no it'll prompt to go find an existing terrain asset Added placeholder image for terrain material asset for preview Updated refresh behavior for terrain material assets so they properly populate on creation now Added standardized functions to the directoryHandling class for folder/file manipulation Corrected some warnMat image references
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";
%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;
Changed default terrain paths to go into data/terrains if nothing is set Added default terrianmat definition for warning_material Corrected separator-h image path for a few GUI controls Corrected SelectAssetPathWindow reference so it focuses the window right Changed new asset window to work with new Select Path window and address system Added call to force AssetBrowser to load/initialize when the tools are initialized(ensures anything utilizing assets in other tools don't have reference issues) Standardized drag-n-drop move behavior in the Asset browser so dragging onto the folder tree and a folder in the browser both behave more predictably If import config is set to not allow importing with errors, then the Done button is disabled when errors are detected Updated the example assettype file for the AB Fixed up move/delete/rename behavior for folders in AB Begun full standardization of move/delete/rename actions for other asset types in AB Added standardized call for New Asset field fillouts by letting the asset types populate them Moved terrain block creation to the standard create call so it can accept other normal fields like resolution Updated the 'Do you want to create' terrain block prompts to generate the asset if yes, and if no it'll prompt to go find an existing terrain asset Added placeholder image for terrain material asset for preview Updated refresh behavior for terrain material assets so they properly populate on creation now Added standardized functions to the directoryHandling class for folder/file manipulation Corrected some warnMat image references
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;
Changed default terrain paths to go into data/terrains if nothing is set Added default terrianmat definition for warning_material Corrected separator-h image path for a few GUI controls Corrected SelectAssetPathWindow reference so it focuses the window right Changed new asset window to work with new Select Path window and address system Added call to force AssetBrowser to load/initialize when the tools are initialized(ensures anything utilizing assets in other tools don't have reference issues) Standardized drag-n-drop move behavior in the Asset browser so dragging onto the folder tree and a folder in the browser both behave more predictably If import config is set to not allow importing with errors, then the Done button is disabled when errors are detected Updated the example assettype file for the AB Fixed up move/delete/rename behavior for folders in AB Begun full standardization of move/delete/rename actions for other asset types in AB Added standardized call for New Asset field fillouts by letting the asset types populate them Moved terrain block creation to the standard create call so it can accept other normal fields like resolution Updated the 'Do you want to create' terrain block prompts to generate the asset if yes, and if no it'll prompt to go find an existing terrain asset Added placeholder image for terrain material asset for preview Updated refresh behavior for terrain material assets so they properly populate on creation now Added standardized functions to the directoryHandling class for folder/file manipulation Corrected some warnMat image references
2019-12-23 12:37:55 -06:00
if( %payload.dragSourceControl.class $= "AssetPreviewButton" && %targetAssetType $= "Folder")
{
Changed default terrain paths to go into data/terrains if nothing is set Added default terrianmat definition for warning_material Corrected separator-h image path for a few GUI controls Corrected SelectAssetPathWindow reference so it focuses the window right Changed new asset window to work with new Select Path window and address system Added call to force AssetBrowser to load/initialize when the tools are initialized(ensures anything utilizing assets in other tools don't have reference issues) Standardized drag-n-drop move behavior in the Asset browser so dragging onto the folder tree and a folder in the browser both behave more predictably If import config is set to not allow importing with errors, then the Done button is disabled when errors are detected Updated the example assettype file for the AB Fixed up move/delete/rename behavior for folders in AB Begun full standardization of move/delete/rename actions for other asset types in AB Added standardized call for New Asset field fillouts by letting the asset types populate them Moved terrain block creation to the standard create call so it can accept other normal fields like resolution Updated the 'Do you want to create' terrain block prompts to generate the asset if yes, and if no it'll prompt to go find an existing terrain asset Added placeholder image for terrain material asset for preview Updated refresh behavior for terrain material assets so they properly populate on creation now Added standardized functions to the directoryHandling class for folder/file manipulation Corrected some warnMat image references
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@"\");");
}
else
Changed default terrain paths to go into data/terrains if nothing is set Added default terrianmat definition for warning_material Corrected separator-h image path for a few GUI controls Corrected SelectAssetPathWindow reference so it focuses the window right Changed new asset window to work with new Select Path window and address system Added call to force AssetBrowser to load/initialize when the tools are initialized(ensures anything utilizing assets in other tools don't have reference issues) Standardized drag-n-drop move behavior in the Asset browser so dragging onto the folder tree and a folder in the browser both behave more predictably If import config is set to not allow importing with errors, then the Done button is disabled when errors are detected Updated the example assettype file for the AB Fixed up move/delete/rename behavior for folders in AB Begun full standardization of move/delete/rename actions for other asset types in AB Added standardized call for New Asset field fillouts by letting the asset types populate them Moved terrain block creation to the standard create call so it can accept other normal fields like resolution Updated the 'Do you want to create' terrain block prompts to generate the asset if yes, and if no it'll prompt to go find an existing terrain asset Added placeholder image for terrain material asset for preview Updated refresh behavior for terrain material assets so they properly populate on creation now Added standardized functions to the directoryHandling class for folder/file manipulation Corrected some warnMat image references
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();
}
}
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;
if(AssetBrowser.isMethod("on" @ %assetType @ "EditorDropped"))
{
%assetDef = AssetDatabase.acquireAsset(%module @ ":" @ %asset);
%buildCommand = AssetBrowser @ ".on" @ %assetType @ "EditorDropped(" @ %assetDef @ ",\"" @ %position @ "\");";
eval(%buildCommand);
}
/*if(%assetType $= "ImageAsset")
{
echo("WorldEditor::onControlDropped - dropped an ImageAsset onto the editor window. Todo: Implement dropping image/material into scene");
}
else if(%assetType $= "ShapeAsset")
{
echo("DROPPED A SHAPE ON THE EDITOR WINDOW!");
/*%staticShapeObjDef = AssetDatabase.acquireAsset("Core_GameObjects:StaticShapeObject");
%newEntity = %staticShapeObjDef.createObject();
%newEntity.position = %pos;
%newEntity-->MeshComponent.MeshAsset = %module @ ":" @ %asset;
%newEntity.dirtyGameObject = true; //because if we're specifically setting the mesh asset, it's dirty*/
/*%newEntity = new TSStatic()
{
position = %pos;
shapeAsset = %module @ ":" @ %asset;
};
getScene(0).add(%newEntity);
EWorldEditor.clearSelection();
EWorldEditor.selectObject(%newEntity);
}
else if(%assetType $= "MaterialAsset")
{
echo("WorldEditor::onControlDropped - dropped an MaterialAsset onto the editor window. Todo: Implement dropping image/material into scene");
}
else if(%assetType $= "GameObjectAsset")
{
echo("WorldEditor::onControlDropped - dropped an GameObjectAsset onto the editor window.");
%goAssetDef = AssetDatabase.acquireAsset(%module @ ":" @%asset);
AssetBrowser.dragAndDropGameObjectAsset(%goAssetDef, EWorldEditor);
}
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);");
getScene(0).add(%newEntity);
EWorldEditor.clearSelection();
EWorldEditor.selectObject(%newEntity);
}
else if(%assetType $= "ScriptAsset") //do we want to do it this way?
{
%newEntity = new Entity()
{
position = %pos;
class = %asset;
};
getScene(0).add(%newEntity);
EWorldEditor.clearSelection();
EWorldEditor.selectObject(%newEntity);
}*/
EWorldEditor.isDirty = true;
}
function AssetBrowserFilterTree::onControlDropped( %this, %payload, %position )
{
Canvas.popDialog(EditorDragAndDropLayer);
if( !%payload.parentGroup.isInNamespaceHierarchy( "AssetPreviewControlType_AssetDrop" ) )
return;
%assetType = %payload.dragSourceControl.parentGroup.assetType;
%assetName = %payload.dragSourceControl.parentGroup.assetName;
%moduleName = %payload.dragSourceControl.parentGroup.moduleName;
echo("DROPPED A " @ %assetType @ " ON THE ASSET BROWSER NAVIGATION TREE!");
%item = %this.getItemAtPosition(%position);
echo("DROPPED IT ON ITEM " @ %item);
%parent = %this.getParentItem(%item);
if(%item != 1)
{
//we're a folder entry, cool
%path = %this.getItemValue(%item) @ "/" @ %this.getItemText(%item);
echo("DROPPED IT ON PATH " @ %path);
if(%path !$= AssetBrowser.dirHandler.CurrentAddress)
{
//we're trying to move the asset to a different module!
Changed default terrain paths to go into data/terrains if nothing is set Added default terrianmat definition for warning_material Corrected separator-h image path for a few GUI controls Corrected SelectAssetPathWindow reference so it focuses the window right Changed new asset window to work with new Select Path window and address system Added call to force AssetBrowser to load/initialize when the tools are initialized(ensures anything utilizing assets in other tools don't have reference issues) Standardized drag-n-drop move behavior in the Asset browser so dragging onto the folder tree and a folder in the browser both behave more predictably If import config is set to not allow importing with errors, then the Done button is disabled when errors are detected Updated the example assettype file for the AB Fixed up move/delete/rename behavior for folders in AB Begun full standardization of move/delete/rename actions for other asset types in AB Added standardized call for New Asset field fillouts by letting the asset types populate them Moved terrain block creation to the standard create call so it can accept other normal fields like resolution Updated the 'Do you want to create' terrain block prompts to generate the asset if yes, and if no it'll prompt to go find an existing terrain asset Added placeholder image for terrain material asset for preview Updated refresh behavior for terrain material assets so they properly populate on creation now Added standardized functions to the directoryHandling class for folder/file manipulation Corrected some warnMat image references
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 @ "\");");
}
}
}
}
}
function AssetBrowserFilterTree::onDragDropped( %this )
{
%asdgadfhg =true;
}
//
//
function AssetBrowser::importLooseFiles(%this)
{
echo("Adding loose files at directory " @ %this.dirHandler.currentAddress);
LooseFileAuditWindow.showDialog(%this.dirHandler.currentAddress);
}