Torque3D/Templates/BaseGame/game/tools/settings.xml

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2022-09-13 19:42:01 +00:00
<?xml version="1.0" encoding="UTF-8" standalone ="yes"?>
<EditorSettings>
<Group
name="AssetBrowser">
<Setting
name="previewSize">Small</Setting>
</Group>
<Group
name="AssetCreation">
<Setting
name="AssetImporDefaultConfig">TestConfig</Setting>
<Setting
name="AutoImport">1</Setting>
<Setting
name="CppAssetSubdirectoryFormat">&lt;AssetType&gt;/&lt;SpecialAssetTag&gt;/</Setting>
<Setting
name="CubemapAssetSubdirectoryFormat">&lt;AssetType&gt;/</Setting>
<Setting
name="GUIAssetSubdirectoryFormat">&lt;AssetType&gt;/OtherFolder/</Setting>
<Setting
name="LevelAssetSubdirectoryFormat">&lt;AssetType&gt;/&lt;AssetName&gt;/</Setting>
<Setting
name="PostFXAssetSubdirectoryFormat">&lt;AssetType&gt;/</Setting>
<Setting
name="ScriptAssetSubdirectoryFormat">&lt;AssetType&gt;/&lt;SpecialAssetTag&gt;/</Setting>
<Setting
name="StatemachineAssetSubdirectoryFormat">&lt;AssetType&gt;/</Setting>
<Setting
name="TerrainAssetSubdirectoryFormat">&lt;AssetType&gt;/</Setting>
<Setting
name="TerrainMatAssetSubdirectoryFormat">&lt;AssetType&gt;/</Setting>
</Group>
<Group
name="Assets">
<Setting
name="AssetImporDefaultConfig">DefaultImportConfig</Setting>
<Setting
name="AutoImport">0</Setting>
<Group
name="Browser">
Adjusted handling for the bitmap and bitmapAsset fields for guiBitmapButtonCtrl to forcefully update the button states when changed, ensuring that the bitmaps refresh when changed via the field Added callback for onResize to guiWindowCtrl so controls - such as the EditorTree - can be properly resized in certain circumstances when the window is changed Added getIncrement() and getRange() to GuiGameSettingsCtrl to better facilitate options manipulation on the script side Corrected some of the console method documentation strings in GuiGameSettingsCtrl Removed some unneeded, extraneous files and their asset definitions that came from odd import conversions. Where applicable, created cleaned up versions to make naming conventions and references stable Fixed canvas mode update text typo: FSAA -> FXAA Added logic to DOF, Light Rays, SSAO and Vignette postFX's to check both the preset setting AND the user preference before enabling. Shifted initialization order so PostFX's are loaded before we configure the canvas, to ensure stuff like the FXAAPostFX exists and can be toggled on on load Fixed multiple issues with options menu: When using gamepad, unable to navigate from categories to options. Fixed so can now traverse as normal Input limitations on gamepad necessitated changing of how setting applying happens, is now done as a 'apply or discard' prompt when leaving the options menu Added proper handling for adjusting settings with gamepad with left/right inputs Fixed issue where the unapplied change for an option was sometimes being processed as an object name rather than an implicit string. Now made to be explicit strings to avoid issue. Made the menu button input for "Select" to go from categories to options gamepad only, and hidden when in the options list Fixed issue where changing window mode didn't correctly affect resolution option. Now set up so changing this field correctly refreshes the resolution option. Specifically, when on borderless, the resolution field does not show, preventing confusion as it is always full resolution Generally have the options list refresh when changes happen to allow any and all fields to be able to dynamically respond to other options having changed improving flexibility. Cleaned up old, unused, commented out functions Added ability on OKCancel message boxes to override the button text if needed Fixed issue with AssetBrowser where the shrink/grow icons next to the preview size slider were not anchored correctly. Adjusted callback logic so if preview slider is clicked on, rather than dragged, it will correctly update the zoom values Added sorting to Modules List dropdown for the AssetBrowser Improved standardization of double-clicking in AssetBrowser. Now defaults to editing action if regularly browsing and selecting if in select mode. Still allows regular per-type overrides as normal Moved definition of GuiDisabledTextEditProfile to gui profiles.ed.tscript file, removed duplicates to stop error spam Adjusted default settings value for double-click action in AB to be edit to prevent unstable behavior Removed old file refs from Load Recent list in the default settings
2022-03-27 03:36:37 +00:00
<Setting
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name="doubleClickAction">Edit Asset</Setting>
<Setting
name="LastPosExt">0 634 1560 360</Setting>
<Setting
name="previewTileSize">1</Setting>
<Setting
name="showCoreModule">1</Setting>
<Setting
name="showToolsModule">1</Setting>
</Group>
<Group
name="New">
<Setting
name="alwaysPromptModuleTarget">1</Setting>
<Setting
name="defaultModule">ExampleModule</Setting>
</Group>
</Group>
<Group
name="AxisGizmo">
<Setting
name="axisGizmoMaxScreenLen">100</Setting>
<Setting
name="mouseRotateScalar">0.8</Setting>
<Setting
name="mouseScaleScalar">0.8</Setting>
<Setting
name="renderInfoText">1</Setting>
<Setting
name="renderWhenUsed">0</Setting>
<Setting
name="rotationSnap">15</Setting>
<Setting
name="snapRotations">0</Setting>
<Group
name="Grid">
<Setting
name="forceSnapRotations">1</Setting>
<Setting
name="gridColor">255 255 255 20</Setting>
<Setting
name="gridSize">1 1 1</Setting>
<Setting
name="planeDim">500</Setting>
<Setting
name="renderPlane">0</Setting>
<Setting
name="renderPlaneHashes">0</Setting>
<Setting
name="snapToGrid">0</Setting>
</Group>
</Group>
<Group
name="ConvexEditor">
<Setting
name="materialName">Prototyping:WallOrange</Setting>
</Group>
<Group
name="DatablockEditor">
<Setting
name="libraryTab">1</Setting>
</Group>
<Group
name="GuiEditor">
<Setting
name="lastPath">tools/RPGDialogEditor/gui</Setting>
<Setting
name="previewResolution">1280 720</Setting>
<Group
name="EngineDevelopment">
<Setting
name="showEditorGuis">0</Setting>
<Setting
name="showEditorProfiles">0</Setting>
<Setting
name="toggleIntoEditor">0</Setting>
</Group>
<Group
name="Help">
<Setting
name="documentationLocal">../../../Documentation/Official Documentation.html</Setting>
<Setting
name="documentationReference">../../../Documentation/Torque 3D - Script Manual.chm</Setting>
<Setting
name="documentationURL">https://docs.torque3d.org</Setting>
</Group>
<Group
name="Rendering">
<Setting
name="drawBorderLines">1</Setting>
<Setting
name="drawGuides">1</Setting>
</Group>
<Group
name="Selection">
<Setting
name="fullBox">0</Setting>
</Group>
<Group
name="Snapping">
<Setting
name="sensitivity">2</Setting>
<Setting
name="snap2Grid">0</Setting>
<Setting
name="snap2GridSize">8</Setting>
<Setting
name="snapToCanvas">1</Setting>
<Setting
name="snapToCenters">1</Setting>
<Setting
name="snapToControls">1</Setting>
<Setting
name="snapToEdges">1</Setting>
<Setting
name="snapToGuides">1</Setting>
</Group>
</Group>
<Group
name="LevelInformation">
<Setting
name="levelsDirectory">data/FPSGameplay/levels</Setting>
<Group
name="levels">
<Group
name="BlankRoom.mis">
<Setting
name="cameraSpeed">25</Setting>
</Group>
<Group
name="DefaultEditorLevel.mis">
<Setting
name="cameraSpeed">25</Setting>
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 07:47:28 +00:00
</Group>
<Group
name="EmptyLevel.mis">
<Setting
name="cameraSpeed">25</Setting>
</Group>
<Group
name="Empty Terrain.mis">
<Setting
name="cameraSpeed">25</Setting>
</Group>
<Group
name="PbrMatTest.mis">
<Setting
name="cameraSpeed">5</Setting>
</Group>
</Group>
Moved unneeded modules to Templates/Modules Added templated getObjectsByClass to Scene for easier engine-side polling of objects, including nested checks for subscenes Proper init'ing of mGamemodeName in LevelAsset, as well as proper fieldType for mIsSubLevel D3D11 added logic to handle scaling down of textures in cubemap arrays for lower texture resolution preferences Added ability to collapse groups programmatically to GuiVariableInspector Upped PSSM shadowmap max size to 4096 Caught GL deferred lighting/probes up to D3D11 Temporarily disabled forward lighting/probes on GL materials until conversion finished Upped smMaxInstancingVerts to 2000 from 200 to support slightly more detailed meshes being instanced Reordered project settings so they load ahead of core modules, so that core modules can actually use project settings Established current preset file for PostFXManager to use for reverting WIP logic for forcing probes to update as part of level lighting load step in loading process Streamlined PostFXManager code, removing unnecessary/redundant files Coverted HDR, Lightrays and SSAO and ExamplePostEffect to use new PostFX Manager/Editor paradigm PostFX manager now enacts callbacks so that postFXs' can process their own settings as well as provide editor fields Changed PostFX editor to work with new callbacks via using VariableInspector Updated PostEffectAsset's template file so new PostFX's will now automatically register with the PostFXManager and have the needed new callbacks for integration Made HDR on by default, removed enable field from editing Made probe bake resolution a project setting Updated many GL postFX shaders to have proper case for PostFx.glsl Example module now loads ExampleGUI and ExamplePostEffect during init'ing Removed unneeded autoload definitions from ExampleModule's module file Fixed Graphics Adapter settings field to properly display as well as apply setting Updated many referenced profiles in tools folder to use the Tools specific gui profiles to make theming more consistent Fixed coloration of tools button bitmap to make theming more consistent Updated a few theme settings for improved visibility with theme, particularly selected/highlighted text Moved AssetBrowser field types to separated folder/files Updated new module creation to properly utilize template file instead of overriding it with a programmatic script generation. Removed unneded default autoload definitions from new modules Added WIP for editing Module/Asset dependencies Updated the PostEffectAsset to properly generate glsl and hlsl files from templates Updated module editor window to display only necessary fields Added WIP of TerrainAsset Added shaderCache gitignore file so folder isn't lost
2019-09-29 11:44:43 +00:00
</Group>
<Group
name="MeshRoadEditor">
<Setting
name="DefaultNormal">0 0 1</Setting>
<Setting
name="DefaultWidth">10</Setting>
<Setting
name="HoverSplineColor">255 0 0 255</Setting>
<Setting
name="SelectedSplineColor">0 255 0 255</Setting>
<Setting
name="sideMaterialName">DefaultRoadMaterialOther</Setting>
<Setting
name="topMaterialName">DefaultRoadMaterialTop</Setting>
</Group>
<Group
name="NavEditor">
<Setting
name="backgroundBuild">1</Setting>
<Setting
name="SpawnClass">AIPlayer</Setting>
<Setting
name="spawnDatablock">DefaultPlayerData</Setting>
</Group>
<Group
name="RiverEditor">
<Setting
name="DefaultDepth">5</Setting>
<Setting
name="DefaultNormal">0 0 1</Setting>
<Setting
name="DefaultWidth">10</Setting>
<Setting
name="HoverNodeColor">255 255 255 255</Setting>
<Setting
name="HoverSplineColor">255 0 0 255</Setting>
<Setting
name="SelectedSplineColor">0 255 0 255</Setting>
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 07:47:28 +00:00
</Group>
<Group
name="RoadEditor">
<Setting
name="DefaultWidth">10</Setting>
<Setting
name="HoverNodeColor">255 255 255 255</Setting>
<Setting
name="materialName">DefaultDecalRoadMaterial</Setting>
<Setting
name="SelectedSplineColor">0 255 0 255</Setting>
</Group>
<Group
name="ShapeEditor">
<Setting
name="AdvancedWndVisible">1</Setting>
<Setting
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name="backgroundColor">128 128 128 100</Setting>
<Setting
name="gridDimension">40 40</Setting>
<Setting
name="gridSize">0.1</Setting>
<Setting
name="highlightMaterial">1</Setting>
<Setting
name="RenderCollision">0</Setting>
<Setting
name="renderMounts">1</Setting>
<Setting
name="showBounds">0</Setting>
<Setting
name="ShowGrid">1</Setting>
<Setting
name="showNodes">1</Setting>
<Setting
name="showObjBox">1</Setting>
<Setting
name="SunAmbientColor">180 180 180 255</Setting>
<Setting
name="SunAngleX">45</Setting>
<Setting
name="SunAngleZ">135</Setting>
<Setting
name="SunDiffuseColor">255 255 255 255</Setting>
</Group>
<Group
name="TerrainEditor">
<Setting
name="currentAction">lowerHeight</Setting>
<Group
name="ActionValues">
<Setting
name="adjustHeightVal">10</Setting>
<Setting
name="noiseFactor">1</Setting>
<Setting
name="scaleVal">1</Setting>
<Setting
name="setHeightVal">100</Setting>
<Setting
name="SlopeMaxAngle">90</Setting>
<Setting
name="SlopeMinAngle">0</Setting>
<Setting
name="smoothFactor">0.1</Setting>
<Setting
name="softSelectDefaultFilter">1.000000 0.833333 0.666667 0.500000 0.333333 0.166667 0.000000</Setting>
<Setting
name="softSelectFilter">1.000000 0.833333 0.666667 0.500000 0.333333 0.166667 0.000000</Setting>
<Setting
name="softSelectRadius">50</Setting>
</Group>
<Group
name="Brush">
<Setting
name="brushPressure">1</Setting>
<Setting
name="brushSize">40 40</Setting>
<Setting
name="brushSoftness">1</Setting>
<Setting
name="brushType">ellipse</Setting>
<Setting
name="maxBrushSize">40 40</Setting>
</Group>
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 07:47:28 +00:00
</Group>
<Group
name="Theme">
<Setting
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name="dividerDarkColor">30 30 30 255</Setting>
<Setting
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name="dividerLightColor">150 150 150 255</Setting>
<Setting
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name="dividerMidColor">150 160 190 100</Setting>
<Setting
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name="fieldBGColor">40 40 40 255</Setting>
<Setting
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name="fieldBGHLColor">100 110 120 255</Setting>
<Setting
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name="fieldBGSELColor">150 160 170 255</Setting>
<Setting
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name="fieldTextColor">185 185 185 255</Setting>
<Setting
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name="fieldTextHLColor">255 255 255 255</Setting>
<Setting
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name="fieldTextNAColor">100 100 100 255</Setting>
<Setting
name="fieldTextSELColor">255 255 255 255</Setting>
<Setting
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name="headerColor">40 40 40 255</Setting>
<Setting
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name="headerTextColor">185 185 185 255</Setting>
<Setting
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name="tabsColor">40 40 40 255</Setting>
<Setting
name="tabsHLColor">100 100 100 255</Setting>
<Setting
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name="tabsSELColor">100 110 120 255</Setting>
<Setting
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name="tooltipBGColor">100 110 120 255</Setting>
<Setting
name="tooltipDivColor">150 150 150 255</Setting>
<Setting
name="tooltipDividerColor">72 70 68 255</Setting>
<Setting
name="tooltipTextColor">255 255 255 255</Setting>
<Setting
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name="windowBackgroundColor">35 35 35 255</Setting>
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 07:47:28 +00:00
</Group>
<Group
name="WorldEditor">
<Setting
name="currentEditor">WorldEditorInspectorPlugin</Setting>
<Setting
name="displayType">6</Setting>
<Setting
name="dropType">screenCenter</Setting>
<Setting
name="EditorLayoutMode">Modern</Setting>
<Setting
name="forceSidebarToSide">1</Setting>
<Setting
name="orthoFOV">1.21430779</Setting>
<Setting
name="orthoShowGrid">1</Setting>
<Setting
name="startupMode">Blank Level</Setting>
<Setting
name="subSceneCreateScalar">2</Setting>
<Setting
name="torsionPath">AssetWork_Debug.exe</Setting>
<Setting
name="undoLimit">40</Setting>
<Group
name="Color">
<Setting
name="dragRectColor">255 255 0 255</Setting>
<Setting
name="objectTextColor">255 255 255 255</Setting>
<Setting
name="objMouseOverColor">0 255 0 255</Setting>
<Setting
name="objMouseOverSelectColor">0 0 255 255</Setting>
<Setting
name="objSelectColor">255 0 0 255</Setting>
<Setting
name="popupBackgroundColor">100 100 100 255</Setting>
<Setting
name="selectionBoxColor">255 255 0 255</Setting>
</Group>
<Group
name="Docs">
<Setting
name="documentationLocal">../../../Documentation/Official Documentation.html</Setting>
<Setting
name="documentationReference">../../../Documentation/Torque 3D - Script Manual.chm</Setting>
<Setting
name="documentationURL">https://docs.torque3d.org</Setting>
<Setting
name="forumURL">https://torque3d.org/</Setting>
</Group>
<Group
name="Grid">
<Setting
name="gridColor">102 102 102 100</Setting>
<Setting
name="gridMinorColor">51 51 51 100</Setting>
<Setting
name="gridOriginColor">255 255 255 100</Setting>
<Setting
name="gridSize">1</Setting>
<Setting
name="gridSnap">0</Setting>
</Group>
<Group
name="Images">
<Setting
name="defaultHandle">tools/worldEditor/images/DefaultHandle</Setting>
<Setting
name="lockedHandle">tools/worldEditor/images/LockedHandle</Setting>
<Setting
name="selectHandle">tools/worldEditor/images/SelectHandle</Setting>
</Group>
<Group
name="Layout">
<Setting
name="LayoutMode">Classic</Setting>
</Group>
<Group
name="ObjectIcons">
<Setting
name="fadeIcons">1</Setting>
<Setting
name="fadeIconsEndAlpha">0</Setting>
<Setting
name="fadeIconsEndDist">20</Setting>
<Setting
name="fadeIconsStartAlpha">255</Setting>
<Setting
name="fadeIconsStartDist">8</Setting>
</Group>
<Group
name="Render">
<Setting
name="renderObjHandle">1</Setting>
<Setting
name="renderObjText">1</Setting>
<Setting
name="renderPopupBackground">1</Setting>
<Setting
name="renderSelectionBox">1</Setting>
<Setting
name="showMousePopupInfo">1</Setting>
</Group>
<Group
name="Theme">
<Setting
name="windowTitleBGColor">50 50 50 255</Setting>
<Setting
name="windowTitleBGHLColor">48 48 48 255</Setting>
<Setting
name="windowTitleBGNAColor">180 180 180 255</Setting>
<Setting
name="windowTitleFontColor">215 215 215 255</Setting>
<Setting
name="windowTitleFontHLColor">255 255 255 255</Setting>
</Group>
<Group
name="Tools">
<Setting
name="boundingBoxCollision">0</Setting>
<Setting
name="dropAtScreenCenterMax">100</Setting>
<Setting
name="dropAtScreenCenterScalar">1</Setting>
<Setting
name="objectsUseBoxCenter">1</Setting>
<Setting
name="OffsetZValue">0.01</Setting>
<Setting
name="snapGround">0</Setting>
<Setting
name="snapSoft">0</Setting>
<Setting
name="snapSoftSize">2</Setting>
<Setting
name="TerrainSnapOffsetZ">0</Setting>
</Group>
</Group>
</EditorSettings>