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

204 lines
7.7 KiB
C#
Raw Normal View History

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
function initializeAssetBrowser()
{
echo(" % - Initializing Asset Browser");
$AssetBrowser::importConfigsFile = "tools/assetBrowser/assetImportConfigs.xml";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
$AssetBrowser::collectionSetsFile = "tools/assetBrowser/searchCollectionSets.xml";
$AssetBrowser::currentImportConfig = "";
if(!isObject(AssetFilterTypeList))
{
new ArrayObject(AssetFilterTypeList);
AssetFilterTypeList.add("All");
AssetFilterTypeList.add("ComponentAsset");
AssetFilterTypeList.add("CppAsset");
AssetFilterTypeList.add("CubemapAsset");
AssetFilterTypeList.add("GameObjectAsset");
AssetFilterTypeList.add("GUIAsset");
AssetFilterTypeList.add("ImageAsset");
AssetFilterTypeList.add("LevelAsset");
AssetFilterTypeList.add("MaterialAsset");
AssetFilterTypeList.add("ParticleAsset");
AssetFilterTypeList.add("PostFXAsset");
AssetFilterTypeList.add("ScriptAsset");
AssetFilterTypeList.add("ShapeAsset");
AssetFilterTypeList.add("ShapeAnimationAsset");
AssetFilterTypeList.add("SoundAsset");
AssetFilterTypeList.add("StateMachineAsset");
AssetFilterTypeList.add("TerrainAsset");
AssetFilterTypeList.add("TerrainMaterialAsset");
}
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
exec("./scripts/profiles.cs");
exec("./guis/assetBrowser.gui");
exec("./guis/addModuleWindow.gui");
exec("./guis/gameObjectCreator.gui");
exec("./guis/newAsset.gui");
exec("./guis/newComponentAsset.gui");
exec("./guis/editAsset.gui");
exec("./guis/assetImport.gui");
exec("./guis/assetImportConfigEditor.gui");
exec("./guis/selectModule.gui");
exec("./guis/selectPath.gui");
exec("./guis/editModule.gui");
exec("./guis/importTemplateModules.gui");
exec("./guis/assetPreviewButtonsTemplate.gui");
exec("./guis/newFolder.gui");
exec("./guis/assetImportLog.gui");
exec("./guis/looseFileAudit.gui");
exec("./guis/assetNameEdit.gui");
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
exec("./guis/createNewCollectionSet.gui");
exec("./scripts/assetBrowser.cs");
exec("./scripts/popupMenus.cs");
exec("./scripts/addModuleWindow.cs");
exec("./scripts/assetImport.cs");
exec("./scripts/assetImportConfig.cs");
exec("./scripts/gameObjectCreator.cs");
exec("./scripts/newAsset.cs");
exec("./scripts/editAsset.cs");
exec("./scripts/editModule.cs");
exec("./scripts/selectModule.cs");
exec("./scripts/assetImportConfigEditor.cs");
exec("./scripts/directoryHandling.cs");
exec("./scripts/selectPath.cs");
exec("./scripts/looseFileAudit.cs");
//Processing for the different asset types
exec("./scripts/assetTypes/component.cs");
exec("./scripts/assetTypes/cpp.cs");
exec("./scripts/assetTypes/gameObject.cs");
exec("./scripts/assetTypes/gui.cs");
exec("./scripts/assetTypes/image.cs");
exec("./scripts/assetTypes/level.cs");
exec("./scripts/assetTypes/material.cs");
exec("./scripts/assetTypes/postFX.cs");
exec("./scripts/assetTypes/script.cs");
exec("./scripts/assetTypes/shape.cs");
exec("./scripts/assetTypes/shapeAnimation.cs");
exec("./scripts/assetTypes/sound.cs");
exec("./scripts/assetTypes/stateMachine.cs");
exec("./scripts/assetTypes/cubemap.cs");
exec("./scripts/assetTypes/folder.cs");
exec("./scripts/assetTypes/terrain.cs");
exec("./scripts/assetTypes/terrainMaterial.cs");
exec("./scripts/assetTypes/datablockObjects.cs");
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
exec("./scripts/assetTypes/looseFiles.cs");
exec("./scripts/assetTypes/prefab.cs");
new ScriptObject( AssetBrowserPlugin )
{
superClass = "EditorPlugin";
};
Input::GetEventManager().subscribe( AssetBrowser, "BeginDropFiles" );
Input::GetEventManager().subscribe( AssetBrowser, "DropFile" );
Input::GetEventManager().subscribe( AssetBrowser, "EndDropFiles" );
AssetBrowserPlugin.initSettings();
if(!isObject(AssetImportSettings))
{
new Settings(AssetImportSettings)
{
file = $AssetBrowser::importConfigsFile;
};
}
AssetImportSettings.read();
ImportAssetWindow.reloadImportOptionConfigs();
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
//CollectionSets
if(!isObject(AssetBrowserCollectionSets))
{
new Settings(AssetBrowserCollectionSets)
{
file = $AssetBrowser::collectionSetsFile;
};
}
AssetBrowserCollectionSets.read();
Updated Assimp Added initial behavior for ImageAssets to hold a list of GFX resources of different texture profiles to avoid mem leaks with incorrect-typed usages Added function to ImageAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Added function to ShapeAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Disabled fields for dynamic and static shadowmap refresh rates Moved noShape model to core/rendering/shapes to place it in a more logical module position Added an include to avoid undefined type compile error and removed unneeded semicolon from zone code Added call to reload probe textures when a reloadTextures call is made Adjusted default directional light shadowmap settings to not be as extreme Added utility function to probe manager to allow any class to request a 'best fit' list of probes that would affect a given location, allowing other classes such as fog or particles to utilize IBL. Also updated probeManager's forward rendering to utilize same function to reduce code duplication. Shifted shape loader code to utilize assimp for loader consistency and testing Changed render bin used for SSAO postfx so it runs at the right time Made Core_Rendering module scan for assets Updated loose file references to a number of assets to follow proper formatting Refactored asset import code to follow a more consistent object heirarchy structure on importing assets, allowing more reliable cross-referencing between inbound items Updated asset import logic for materials/images so that they properly utilize ImageType. Images correctly save out the assigned image type, materials reference the images' type to know what map slot they should be used in. Importer logic also updated to better find-and-add associated images based on type. Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI. Added ability to edit module script from RMB context menu if torsion path is set Updated list field code for variable inspector to utilize correct ownerObject field
2020-03-19 09:47:38 -05:00
if(!isObject(ImportAssetWindow.importTempDirHandler))
ImportAssetWindow.importTempDirHandler = makedirectoryHandler(0, "", "");
if(!isObject(ImportActivityLog))
new ArrayObject(ImportActivityLog);
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
if(!isObject(AssetSearchTerms))
new ArrayObject(AssetSearchTerms);
ImportAssetWindow.importingFilesArray = new ArrayObject();
Updated Assimp Added initial behavior for ImageAssets to hold a list of GFX resources of different texture profiles to avoid mem leaks with incorrect-typed usages Added function to ImageAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Added function to ShapeAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Disabled fields for dynamic and static shadowmap refresh rates Moved noShape model to core/rendering/shapes to place it in a more logical module position Added an include to avoid undefined type compile error and removed unneeded semicolon from zone code Added call to reload probe textures when a reloadTextures call is made Adjusted default directional light shadowmap settings to not be as extreme Added utility function to probe manager to allow any class to request a 'best fit' list of probes that would affect a given location, allowing other classes such as fog or particles to utilize IBL. Also updated probeManager's forward rendering to utilize same function to reduce code duplication. Shifted shape loader code to utilize assimp for loader consistency and testing Changed render bin used for SSAO postfx so it runs at the right time Made Core_Rendering module scan for assets Updated loose file references to a number of assets to follow proper formatting Refactored asset import code to follow a more consistent object heirarchy structure on importing assets, allowing more reliable cross-referencing between inbound items Updated asset import logic for materials/images so that they properly utilize ImageType. Images correctly save out the assigned image type, materials reference the images' type to know what map slot they should be used in. Importer logic also updated to better find-and-add associated images based on type. Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI. Added ability to edit module script from RMB context menu if torsion path is set Updated list field code for variable inspector to utilize correct ownerObject field
2020-03-19 09:47:38 -05:00
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00
ImportAssetWindow.importer = new AssetImporter();
Updated Assimp Added initial behavior for ImageAssets to hold a list of GFX resources of different texture profiles to avoid mem leaks with incorrect-typed usages Added function to ImageAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Added function to ShapeAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Disabled fields for dynamic and static shadowmap refresh rates Moved noShape model to core/rendering/shapes to place it in a more logical module position Added an include to avoid undefined type compile error and removed unneeded semicolon from zone code Added call to reload probe textures when a reloadTextures call is made Adjusted default directional light shadowmap settings to not be as extreme Added utility function to probe manager to allow any class to request a 'best fit' list of probes that would affect a given location, allowing other classes such as fog or particles to utilize IBL. Also updated probeManager's forward rendering to utilize same function to reduce code duplication. Shifted shape loader code to utilize assimp for loader consistency and testing Changed render bin used for SSAO postfx so it runs at the right time Made Core_Rendering module scan for assets Updated loose file references to a number of assets to follow proper formatting Refactored asset import code to follow a more consistent object heirarchy structure on importing assets, allowing more reliable cross-referencing between inbound items Updated asset import logic for materials/images so that they properly utilize ImageType. Images correctly save out the assigned image type, materials reference the images' type to know what map slot they should be used in. Importer logic also updated to better find-and-add associated images based on type. Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI. Added ability to edit module script from RMB context menu if torsion path is set Updated list field code for variable inspector to utilize correct ownerObject field
2020-03-19 09:47:38 -05:00
AssetBrowser.buildPopupMenus();
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
//Force everything to initialize if other things need to reference it's behavior before we're displayed(usually other tools)
AssetBrowser.showDialog();
AssetBrowser.hideDialog();
}
function AssetBrowserPlugin::onWorldEditorStartup( %this )
{
// Add ourselves to the toolbar.
AssetBrowser.addToolbarButton();
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 AssetBrowserPlugin::initSettings( %this )
{
EditorSettings.beginGroup( "Assets", true );
EditorSettings.setDefaultValue( "AssetImporDefaultConfig", "DefaultConfig" );
EditorSettings.setDefaultValue( "AutoImport", 1 );
EditorSettings.beginGroup( "Browser" );
EditorSettings.setDefaultValue( "showCoreModule", 0 );
EditorSettings.setDefaultValue( "showToolsModule", 0 );
EditorSettings.setDefaultValue( "showOnlyPopulatedModule", 0 );
EditorSettings.setDefaultValue( "showFolders", 1 );
EditorSettings.setDefaultValue( "showEmptyFolders", 1 );
EditorSettings.setDefaultValue( "previewTileSize", 1.0 );
EditorSettings.endGroup();
EditorSettings.endGroup();
EditorSettings.beginGroup( "AssetManagement", true );
EditorSettings.beginGroup( "Assets" );
EditorSettings.setDefaultValue( "promptOnRename", 1 );
EditorSettings.endGroup();
EditorSettings.endGroup();
}
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 TSStatic::onConstructField(%this, %fieldName, %fieldLabel, %fieldTypeName, %fieldDesc, %fieldDefaultVal, %fieldDataVals, %callbackName, %ownerObj)
{
%inspector = %this.getParent();
%makeCommand = %this @ ".build" @ %fieldTypeName @ "Field(\""@ %fieldName @ "\",\"" @ %fieldLabel @ "\",\"" @ %fieldDesc @ "\",\"" @
%fieldDefaultVal @ "\",\"" @ %fieldDataVals @ "\",\"" @ %inspector @ "." @ %callbackName @ "\",\"" @ %ownerObj @"\");";
eval(%makeCommand);
}