2018-01-28 21:30:17 +00:00
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//AssetBrowser.addToolbarButton
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function AssetBrowser::addToolbarButton(%this)
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{
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%button = new GuiBitmapButtonCtrl() {
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canSaveDynamicFields = "0";
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internalName = AssetBrowserBtn;
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Enabled = "1";
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isContainer = "0";
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Profile = "ToolsGuiButtonProfile";
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HorizSizing = "right";
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VertSizing = "bottom";
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position = "180 0";
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Extent = "25 19";
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MinExtent = "8 2";
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canSave = "1";
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Visible = "1";
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Command = "AssetBrowser.ShowDialog();";
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tooltipprofile = "ToolsGuiToolTipProfile";
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ToolTip = "Asset Browser";
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hovertime = "750";
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2021-08-02 09:20:27 +00:00
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bitmapAsset = "ToolsModule:menuGrid_n_image";
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2020-07-11 21:49:06 +00:00
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bitmapMode = "Stretched";
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2018-01-28 21:30:17 +00:00
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buttonType = "PushButton";
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groupNum = "0";
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useMouseEvents = "0";
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};
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ToolsToolbarArray.add(%button);
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EWToolsToolbar.setExtent((25 + 8) * (ToolsToolbarArray.getCount()) + 12 SPC "33");
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}
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//
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2021-09-01 06:12:16 +00:00
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function AssetBrowser::initialize(%this)
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2018-01-28 21:30:17 +00:00
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{
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2019-05-04 16:49:42 +00:00
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// manage preview array
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if(!isObject(AssetPreviewArray))
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new ArrayObject(AssetPreviewArray);
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2019-12-03 06:09:18 +00:00
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if(!isObject(%this.dirHandler))
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Misc Quality of Life and Bug fixes
Added handling for if preview images on image assets fails to generate, will fallback to using the full image
Added handling for double clicking or drag-n-dropping terrain assets to create them
Improved handling of field labels in variable inspector by making the stringtable be case sensitive.
Added editor settings for handling of asset double click behavior. Can now select between Edit Asset and Spawn Asset. Support is asset type dependent.
Added editor setting for auto-importing loose files when navigating to a folder. If on and the user has flagged to also enable auto-import generally, will auto import all unaffiliated loose files in as assets.
Added editor setting for default module to use when creating new assets. Updated various tooling logic so when creating a new material, if this and the 'Always Prompt Module Target' setting is off, it will fill in the target module and target asset path info based on the default module.
Fixed issue with editors that use managedData scripts where if the path didn't exist, the script file wouldn't be made.
Fixed display issue in terrain editor where if you clear the detail map, the normal/macro/orm maps would disable, but not also clear.
Fixed handling of cleared maps in terrain editor so it no longer fills empty maps in with the no image image.
Fixed handling of creating new material where it would fill in the diffuse with a no texture image as the default.
Fixed issue where canceling out of creating a module would still prompt to create the common default folders.
Fixed issue where the Select Module window couldn't be closed via the cancel or x buttons.
Based on feedback, reduced default size of the Text Pad window.
Fixed issue where the Drop At menu list wouldn't correctly display which item was marked after it was changed.
Fixed spawning shape asset handling so it uses whatever the editor's Drop At setting is.
Improved themeing of regular bitmap buttons in the editor.
Based on feedback, flipped layout of Target Module and Target Path in the Create New Asset window.
Improved handling of setting up the Target Path for when creating new assets. If a path is not set, and the user has a Default Module, it will default the path to that module.
2021-08-28 23:51:27 +00:00
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{
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2019-12-03 06:09:18 +00:00
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%this.dirHandler = makedirectoryHandler(AssetBrowser-->filterTree, "cache,shaderCache", "");
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Misc Quality of Life and Bug fixes
Added handling for if preview images on image assets fails to generate, will fallback to using the full image
Added handling for double clicking or drag-n-dropping terrain assets to create them
Improved handling of field labels in variable inspector by making the stringtable be case sensitive.
Added editor settings for handling of asset double click behavior. Can now select between Edit Asset and Spawn Asset. Support is asset type dependent.
Added editor setting for auto-importing loose files when navigating to a folder. If on and the user has flagged to also enable auto-import generally, will auto import all unaffiliated loose files in as assets.
Added editor setting for default module to use when creating new assets. Updated various tooling logic so when creating a new material, if this and the 'Always Prompt Module Target' setting is off, it will fill in the target module and target asset path info based on the default module.
Fixed issue with editors that use managedData scripts where if the path didn't exist, the script file wouldn't be made.
Fixed display issue in terrain editor where if you clear the detail map, the normal/macro/orm maps would disable, but not also clear.
Fixed handling of cleared maps in terrain editor so it no longer fills empty maps in with the no image image.
Fixed handling of creating new material where it would fill in the diffuse with a no texture image as the default.
Fixed issue where canceling out of creating a module would still prompt to create the common default folders.
Fixed issue where the Select Module window couldn't be closed via the cancel or x buttons.
Based on feedback, reduced default size of the Text Pad window.
Fixed issue where the Drop At menu list wouldn't correctly display which item was marked after it was changed.
Fixed spawning shape asset handling so it uses whatever the editor's Drop At setting is.
Improved themeing of regular bitmap buttons in the editor.
Based on feedback, flipped layout of Target Module and Target Path in the Create New Asset window.
Improved handling of setting up the Target Path for when creating new assets. If a path is not set, and the user has a Default Module, it will default the path to that module.
2021-08-28 23:51:27 +00:00
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%this.dirHandler.currentAddress = "data/";
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}
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2019-05-04 16:49:42 +00:00
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2019-12-03 06:09:18 +00:00
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AssetBrowser-->filterTree.buildIconTable( ":tools/classIcons/Prefab:tools/classIcons/Prefab" @
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":tools/classIcons/SimSet:tools/classIcons/SimSet");
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2019-10-20 07:47:15 +00:00
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2019-05-04 16:49:42 +00:00
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%this.isReImportingAsset = false;
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2019-12-03 06:09:18 +00:00
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2019-05-04 16:49:42 +00:00
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%this.coreModulesFilter = false;
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2019-10-20 07:47:15 +00:00
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%this.toolsModulesFilter = false;
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2019-05-04 16:49:42 +00:00
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%this.onlyShowModulesWithAssets = false;
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2019-10-20 07:47:15 +00:00
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%this.folderPanelState = true;
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%this.folderPanelSplit = 0;
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2019-07-15 05:34:18 +00:00
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%this.templateFilesPath = "tools/assetBrowser/scripts/templateFiles/";
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2019-05-04 16:49:42 +00:00
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//First, build our our list of active modules
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%modulesList = ModuleDatabase.findModules(true);
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2020-07-11 21:49:06 +00:00
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AssetBrowser-->previewSlider.setValue(EditorSettings.value("Assets/Browser/previewTileSize", "1.0"));
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Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 07:47:28 +00:00
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2020-08-26 18:40:04 +00:00
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AssetBrowser-->filterAssetsButton.setActive(true);
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2019-05-04 16:49:42 +00:00
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}
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2021-09-01 06:12:16 +00:00
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function AssetBrowser::onAdd(%this)
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{
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}
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function AssetBrowser::onWake(%this)
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{
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%this.initialize();
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}
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function AssetBrowser::onDialogPop(%this)
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{
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%lastPosExt = AssetBrowserWindow.position SPC AssetBrowserWindow.extent;
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EditorSettings.setValue("Assets/Browser/LastPosExt", %lastPosExt);
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}
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function AssetBrowser::restoreLastPosExt(%this)
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{
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%lastPosExt = EditorSettings.value("Assets/Browser/LastPosExt", "");
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if(%lastPosExt !$= "")
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{
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AssetBrowserWindow.resize(getWord(%lastPosExt, 0), getWord(%lastPosExt, 1), getWord(%lastPosExt, 2), getWord(%lastPosExt, 3));
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}
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}
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2020-07-11 21:49:06 +00:00
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function contentTreeTabBook::onTabSelected(%this, %tabText, %tabIndex)
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{
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if(%tabText $= "Content")
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{
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//Force it to navigate to current active directory, which also rebuilds the
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//tree
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AssetBrowser.dirHandler.navigateTo(AssetBrowser.dirHandler.currentAddress);
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}
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else
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{
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AssetBrowser-->filterTree.clear();
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AssetBrowser-->filterTree.buildVisibleTree(true);
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}
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}
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2019-05-04 16:49:42 +00:00
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//Filters
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function AssetBrowser::showFilterPopup(%this)
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{
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BrowserVisibilityPopup.showPopup(Canvas);
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}
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function AssetBrowser::viewCoreModulesFilter(%this)
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{
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2019-10-20 07:47:15 +00:00
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%oldVal = EditorSettings.value("Assets/Browser/showCoreModule", false);
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%newVal = !%oldVal;
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Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 07:47:28 +00:00
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%this.coreModulesFilter = %newVal;
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2019-10-20 07:47:15 +00:00
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BrowserVisibilityPopup.checkItem(0,%newVal);
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EditorSettings.setValue("Assets/Browser/showCoreModule", %newVal);
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Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 07:47:28 +00:00
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AssetBrowser.loadDirectories();
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2019-10-20 07:47:15 +00:00
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}
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function AssetBrowser::viewToolsModulesFilter(%this)
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{
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%oldVal = EditorSettings.value("Assets/Browser/showToolsModule", false);
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%newVal = !%oldVal;
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Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 07:47:28 +00:00
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%this.toolsModulesFilter = %newVal;
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2019-10-20 07:47:15 +00:00
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BrowserVisibilityPopup.checkItem(1,%newVal);
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2019-05-04 16:49:42 +00:00
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2019-10-20 07:47:15 +00:00
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EditorSettings.setValue("Assets/Browser/showToolsModule", %newVal);
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2019-05-04 16:49:42 +00:00
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Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 07:47:28 +00:00
|
|
|
AssetBrowser.loadDirectories();
|
2019-05-04 16:49:42 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function AssetBrowser::viewPopulatedModulesFilter(%this)
|
|
|
|
|
{
|
2019-10-20 07:47:15 +00:00
|
|
|
%oldVal = EditorSettings.value("Assets/Browser/showOnlyPopulatedModule", false);
|
|
|
|
|
%newVal = !%oldVal;
|
2019-05-04 16:49:42 +00:00
|
|
|
|
2019-10-20 07:47:15 +00:00
|
|
|
BrowserVisibilityPopup.checkItem(2,%newVal);
|
|
|
|
|
|
|
|
|
|
EditorSettings.setValue("Assets/Browser/showOnlyPopulatedModule", %newVal);
|
|
|
|
|
|
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 07:47:28 +00:00
|
|
|
AssetBrowser.loadDirectories();
|
2019-10-20 07:47:15 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function AssetBrowser::toggleShowingFolders(%this)
|
|
|
|
|
{
|
|
|
|
|
%oldVal = EditorSettings.value("Assets/Browser/showFolders", false);
|
|
|
|
|
%newVal = !%oldVal;
|
|
|
|
|
|
|
|
|
|
BrowserVisibilityPopup.checkItem(4,%newVal);
|
|
|
|
|
|
|
|
|
|
EditorSettings.setValue("Assets/Browser/showFolders", %newVal);
|
|
|
|
|
|
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 07:47:28 +00:00
|
|
|
AssetBrowser.loadDirectories();
|
2019-10-20 07:47:15 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function AssetBrowser::toggleShowingEmptyFolders(%this)
|
|
|
|
|
{
|
|
|
|
|
%oldVal = EditorSettings.value("Assets/Browser/showEmptyFolders", false);
|
|
|
|
|
%newVal = !%oldVal;
|
|
|
|
|
|
|
|
|
|
BrowserVisibilityPopup.checkItem(5,%newVal);
|
|
|
|
|
|
|
|
|
|
EditorSettings.setValue("Assets/Browser/showEmptyFolders", %newVal);
|
2019-05-04 16:49:42 +00:00
|
|
|
|
2019-12-03 06:09:18 +00:00
|
|
|
AssetBrowser.refresh();
|
2018-01-28 21:30:17 +00:00
|
|
|
}
|
|
|
|
|
|
2019-11-24 12:52:34 +00:00
|
|
|
function AssetBrowser::toggleAssetTypeFilter(%this, %assetTypeIdx)
|
2019-10-20 07:47:15 +00:00
|
|
|
{
|
|
|
|
|
%isChecked = AssetTypeListPopup.isItemChecked(%assetTypeIdx);
|
2019-11-24 12:52:34 +00:00
|
|
|
|
|
|
|
|
//Clear existing filters
|
|
|
|
|
if(%assetTypeIdx == 0)
|
|
|
|
|
{
|
|
|
|
|
for(%i=0; %i < AssetFilterTypeList.Count() + 1; %i++)
|
|
|
|
|
{
|
|
|
|
|
AssetTypeListPopup.checkItem(%i, false);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
AssetTypeListPopup.checkItem(0, true);
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
if(%isChecked)
|
|
|
|
|
{
|
|
|
|
|
%anyOtherFilters = false;
|
|
|
|
|
for(%i=1; %i < AssetFilterTypeList.Count() + 1; %i++)
|
|
|
|
|
{
|
|
|
|
|
if(%assetTypeIdx == %i)
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
if(AssetTypeListPopup.isItemChecked(%i))
|
|
|
|
|
{
|
|
|
|
|
%anyOtherFilters = true;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(%isChecked && !%anyOtherFilters)
|
|
|
|
|
{
|
|
|
|
|
for(%i=0; %i < AssetFilterTypeList.Count() + 1; %i++)
|
|
|
|
|
{
|
|
|
|
|
AssetTypeListPopup.checkItem(%i, false);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
AssetTypeListPopup.checkItem(0, true);
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
AssetTypeListPopup.checkItem(0, false);
|
|
|
|
|
AssetTypeListPopup.checkItem(%assetTypeIdx, !%isChecked);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2020-07-11 21:49:06 +00:00
|
|
|
//Update the displayed search text!
|
|
|
|
|
//First, clear out the old type search term
|
|
|
|
|
for(%i=0; %i < AssetSearchTerms.count(); %i++)
|
|
|
|
|
{
|
|
|
|
|
%action = AssetSearchTerms.getKey(%i);
|
|
|
|
|
|
|
|
|
|
if(%action $= "type")
|
|
|
|
|
{
|
|
|
|
|
AssetSearchTerms.erase(%i);
|
|
|
|
|
%i--;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//Update our search terms
|
|
|
|
|
%newSearchPhrase = "";
|
|
|
|
|
for(%i=0; %i < AssetFilterTypeList.Count() + 1; %i++)
|
|
|
|
|
{
|
|
|
|
|
%isChecked = AssetTypeListPopup.isItemChecked(%i);
|
|
|
|
|
|
|
|
|
|
if(!%isChecked)
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
%itemText = AssetTypeListPopup.getItemText(%i);
|
|
|
|
|
if(%itemText $= "All")
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
AssetSearchTerms.add("type", %itemText);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
%this.updateSearchTextFromFilter();
|
|
|
|
|
|
2019-11-24 12:52:34 +00:00
|
|
|
%this.rebuildAssetArray();
|
2019-10-20 07:47:15 +00:00
|
|
|
}
|
|
|
|
|
|
2019-12-03 06:09:18 +00:00
|
|
|
//
|
2018-01-28 21:30:17 +00:00
|
|
|
function AssetBrowser::selectAsset( %this, %asset )
|
|
|
|
|
{
|
|
|
|
|
if(AssetBrowser.selectCallback !$= "")
|
|
|
|
|
{
|
|
|
|
|
// The callback function should be ready to intake the returned material
|
|
|
|
|
//eval("materialEd_previewMaterial." @ %propertyField @ " = " @ %value @ ";");
|
|
|
|
|
if( AssetBrowser.returnType $= "name" )
|
|
|
|
|
{
|
|
|
|
|
eval( "" @ AssetBrowser.selectCallback @ "(" @ %name @ ");");
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
%command = "" @ AssetBrowser.selectCallback @ "(\"" @ %asset @ "\");";
|
|
|
|
|
eval(%command);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
//try just setting the asset
|
|
|
|
|
%this.changeAsset();
|
|
|
|
|
}
|
|
|
|
|
|
2021-02-21 08:16:34 +00:00
|
|
|
Inspector.refresh();
|
2018-01-28 21:30:17 +00:00
|
|
|
|
|
|
|
|
AssetBrowser.hideDialog();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function AssetBrowser::showDialog( %this, %AssetTypeFilter, %selectCallback, %targetObj, %fieldName, %returnType)
|
|
|
|
|
{
|
|
|
|
|
// Set the select callback
|
|
|
|
|
AssetBrowser.selectCallback = %selectCallback;
|
|
|
|
|
AssetBrowser.returnType = %returnType;
|
|
|
|
|
AssetBrowser.assetTypeFilter = %AssetTypeFilter;
|
|
|
|
|
AssetBrowser.fieldTargetObject = %targetObj;
|
|
|
|
|
AssetBrowser.fieldTargetName = %fieldName;
|
|
|
|
|
|
2021-02-21 08:16:34 +00:00
|
|
|
Canvas.popDialog(AssetBrowser);
|
2019-06-13 05:37:12 +00:00
|
|
|
Canvas.pushDialog(AssetBrowser);
|
2021-09-01 06:12:16 +00:00
|
|
|
|
2018-01-28 21:30:17 +00:00
|
|
|
AssetBrowser.setVisible(1);
|
|
|
|
|
AssetBrowserWindow.setVisible(1);
|
|
|
|
|
AssetBrowserWindow.selectWindow();
|
|
|
|
|
|
2019-11-24 12:52:34 +00:00
|
|
|
//If we're special-case filtering(like for selecting a given type), then ignore our normal
|
|
|
|
|
//visibility filter
|
|
|
|
|
if(%AssetTypeFilter !$= "")
|
|
|
|
|
{
|
2020-08-26 18:40:04 +00:00
|
|
|
AssetBrowser-->filterAssetsButton.setActive(false);
|
2020-08-09 06:32:27 +00:00
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
2020-08-26 18:40:04 +00:00
|
|
|
AssetBrowser-->filterAssetsButton.setActive(true);
|
2019-11-24 12:52:34 +00:00
|
|
|
}
|
|
|
|
|
|
2018-01-28 21:30:17 +00:00
|
|
|
if(%selectCallback $= "")
|
|
|
|
|
{
|
|
|
|
|
//we're not in selection mode, so just hide the select button
|
|
|
|
|
%this-->SelectButton.setHidden(true);
|
2020-09-02 06:26:43 +00:00
|
|
|
%this.selectMode = 0;
|
2018-01-28 21:30:17 +00:00
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
%this-->SelectButton.setHidden(false);
|
2020-09-02 06:26:43 +00:00
|
|
|
%this.selectMode = 1;
|
2018-01-28 21:30:17 +00:00
|
|
|
}
|
2019-12-03 06:09:18 +00:00
|
|
|
|
|
|
|
|
AssetBrowser.loadDirectories();
|
2021-09-01 06:12:16 +00:00
|
|
|
|
|
|
|
|
AssetBrowser.restoreLastPosExt();
|
2018-01-28 21:30:17 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function AssetBrowser::hideDialog( %this )
|
|
|
|
|
{
|
|
|
|
|
AssetBrowser.setVisible(1);
|
|
|
|
|
AssetBrowserWindow.setVisible(1);
|
|
|
|
|
Canvas.popDialog(AssetBrowser_addModule);
|
|
|
|
|
Canvas.popDialog(ImportAssetWindow);
|
|
|
|
|
|
|
|
|
|
Canvas.popDialog(AssetBrowser);
|
|
|
|
|
}
|
|
|
|
|
|
2021-09-01 06:12:16 +00:00
|
|
|
function AssetBrowser::toggleDialog( %this )
|
|
|
|
|
{
|
|
|
|
|
if(AssetBrowser.isAwake())
|
|
|
|
|
{
|
|
|
|
|
AssetBrowser.hideDialog();
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
AssetBrowser.showDialog();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
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
|
|
|
function AssetBrowser::buildAssetPreview( %this, %asset, %moduleName )
|
2018-01-28 21:30:17 +00:00
|
|
|
{
|
2019-05-04 16:49:42 +00:00
|
|
|
if(!isObject(%this.previewData))
|
|
|
|
|
{
|
|
|
|
|
%this.previewData = new ScriptObject();
|
|
|
|
|
}
|
|
|
|
|
|
2019-10-20 07:47:15 +00:00
|
|
|
AssetPreviewArray.empty();
|
|
|
|
|
|
2018-01-28 21:30:17 +00:00
|
|
|
%previewImage = "core/art/warnmat";
|
|
|
|
|
|
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 07:47:28 +00:00
|
|
|
if(/*%moduleName !$= "" && */ModuleDatabase.findModule(%moduleName, 1) !$= "")
|
2019-10-20 07:47:15 +00:00
|
|
|
{
|
|
|
|
|
%assetDesc = AssetDatabase.acquireAsset(%asset);
|
|
|
|
|
%assetName = AssetDatabase.getAssetName(%asset);
|
|
|
|
|
%assetType = AssetDatabase.getAssetType(%asset);
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
2020-04-15 17:15:12 +00:00
|
|
|
//special-case entry
|
|
|
|
|
if(getFieldCount(%asset) > 1)
|
|
|
|
|
{
|
2021-01-02 07:58:15 +00:00
|
|
|
%assetType = getField(%asset,0);
|
2020-04-15 17:15:12 +00:00
|
|
|
%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;
|
|
|
|
|
}
|
2020-07-11 21:49:06 +00:00
|
|
|
else if(%assetType $= "LooseFile")
|
|
|
|
|
{
|
|
|
|
|
%fullPath = %moduleName !$= "" ? %moduleName @ "/" @ %assetName : %assetName;
|
|
|
|
|
%fullPath = strreplace(%fullPath, "/", "_");
|
|
|
|
|
%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 $= "Prefab")
|
|
|
|
|
{
|
|
|
|
|
%fullPath = %moduleName !$= "" ? %moduleName @ "/" @ %assetName : %assetName;
|
|
|
|
|
%fullPath = strreplace(%fullPath, "/", "_");
|
|
|
|
|
%fullPath = strreplace(%fullPath, ".", "-");
|
|
|
|
|
|
2021-01-02 07:58:15 +00:00
|
|
|
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 $= "Cpp")
|
|
|
|
|
{
|
|
|
|
|
%fullPath = %moduleName !$= "" ? %moduleName @ "/" @ %assetName : %assetName;
|
|
|
|
|
%fullPath = strreplace(%fullPath, "/", "_");
|
|
|
|
|
%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 $= "tscript")
|
|
|
|
|
{
|
|
|
|
|
%fullPath = %moduleName !$= "" ? %moduleName @ "/" @ %assetName : %assetName;
|
|
|
|
|
%fullPath = strreplace(%fullPath, "/", "_");
|
|
|
|
|
%fullPath = strreplace(%fullPath, ".", "-");
|
|
|
|
|
|
2020-07-11 21:49:06 +00:00
|
|
|
if(isObject(%fullPath))
|
|
|
|
|
%assetDesc = %fullPath;
|
|
|
|
|
else
|
|
|
|
|
%assetDesc = new ScriptObject(%fullPath);
|
|
|
|
|
|
|
|
|
|
%assetDesc.dirPath = %moduleName;
|
|
|
|
|
%assetDesc.assetName = %assetName;
|
|
|
|
|
%assetDesc.description = %moduleName @ "/" @ %assetName;
|
|
|
|
|
%assetDesc.assetType = %assetType;
|
|
|
|
|
}
|
2021-01-24 10:33:28 +00:00
|
|
|
else if(%assetType $= "Creator")
|
|
|
|
|
{
|
|
|
|
|
%assetDesc = %assetName;
|
|
|
|
|
%assetDesc.assetType = %assetType;
|
|
|
|
|
%moduleName = %assetDesc;
|
|
|
|
|
}
|
2020-04-15 17:15:12 +00:00
|
|
|
}
|
|
|
|
|
/*%fullPath = %moduleName !$= "" ? %moduleName @ "/" @ %assetName : %assetName;
|
2019-10-20 07:47:15 +00:00
|
|
|
%fullPath = strreplace(%fullPath, "/", "_");
|
|
|
|
|
|
|
|
|
|
if(isObject(%fullPath))
|
|
|
|
|
%assetDesc = %fullPath;
|
|
|
|
|
else
|
|
|
|
|
%assetDesc = new ScriptObject(%fullPath);
|
|
|
|
|
|
|
|
|
|
%assetDesc.dirPath = %moduleName;
|
2020-04-15 17:15:12 +00:00
|
|
|
%assetDesc.assetName = %assetName;
|
|
|
|
|
%assetDesc.description = %moduleName @ "/" @ %assetName;
|
|
|
|
|
%assetDesc.assetType = %assetType;*/
|
2019-10-20 07:47:15 +00:00
|
|
|
|
2020-04-15 17:15:12 +00:00
|
|
|
//%assetName = %asset;
|
|
|
|
|
//%assetType = "Folder";
|
2019-10-20 07:47:15 +00:00
|
|
|
}
|
2019-11-24 12:52:34 +00:00
|
|
|
|
2020-07-11 21:49:06 +00:00
|
|
|
%previewSize = 100 SPC 100;
|
2019-10-20 07:47:15 +00:00
|
|
|
%previewBounds = 20;
|
2018-01-28 21:30:17 +00:00
|
|
|
|
|
|
|
|
%tooltip = %assetName;
|
|
|
|
|
|
2019-05-04 16:49:42 +00:00
|
|
|
%doubleClickCommand = "AssetBrowser.editAsset( "@%assetDesc@" );";
|
|
|
|
|
|
2020-07-11 21:49:06 +00:00
|
|
|
%textBottomPad = 20;
|
|
|
|
|
|
|
|
|
|
%previewButton = new GuiIconButtonCtrl()
|
|
|
|
|
{
|
|
|
|
|
class = "AssetBrowserPreviewButton";
|
|
|
|
|
useMouseEvents = true;
|
|
|
|
|
iconLocation = "Center";
|
|
|
|
|
sizeIconToButton = true;
|
|
|
|
|
makeIconSquare = true;
|
|
|
|
|
textLocation = "Bottom";
|
|
|
|
|
extent = %previewSize.x SPC %previewSize.y + %textBottomPad;
|
|
|
|
|
buttonType = "RadioButton";
|
|
|
|
|
profile = ToolsGuiDefaultProfile;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
%previewScaleSize = AssetBrowser-->previewSlider.getValue();
|
|
|
|
|
|
|
|
|
|
if(%previewScaleSize $= "")
|
|
|
|
|
{
|
|
|
|
|
%previewScaleSize = 1;
|
|
|
|
|
AssetBrowser-->previewSlider.setValue(1);
|
2019-11-24 12:52:34 +00:00
|
|
|
}
|
2019-05-04 16:49:42 +00:00
|
|
|
|
2020-07-11 21:49:06 +00:00
|
|
|
if(%previewScaleSize == 0)
|
|
|
|
|
{
|
|
|
|
|
%previewButton.iconLocation = "Left";
|
|
|
|
|
%previewButton.textLocation = "Right";
|
2021-08-30 06:50:47 +00:00
|
|
|
%previewButton.setextent(120,20);
|
2020-07-11 21:49:06 +00:00
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
%size = %previewSize.x * %previewScaleSize;
|
2021-08-30 06:50:47 +00:00
|
|
|
%previewButton.setextent(%size,%size + %textBottomPad);
|
2020-07-11 21:49:06 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//%previewButton.extent = %previewSize.x + %previewBounds SPC %previewSize.y + %previewBounds + 24;
|
2019-11-24 12:52:34 +00:00
|
|
|
%previewButton.assetName = %assetName;
|
|
|
|
|
%previewButton.moduleName = %moduleName;
|
|
|
|
|
%previewButton.assetType = %assetType;
|
|
|
|
|
|
|
|
|
|
//Build out the preview
|
2020-07-11 21:49:06 +00:00
|
|
|
%buildCommand = %this @ ".build" @ %assetType @ "Preview(\"" @ %assetDesc @ "\"," @ %this.previewData @ ");";
|
2019-11-24 12:52:34 +00:00
|
|
|
eval(%buildCommand);
|
|
|
|
|
|
|
|
|
|
//debug dump
|
|
|
|
|
%tooltip = %this.previewData.tooltip;
|
|
|
|
|
%assetName = %this.previewData.assetName;
|
|
|
|
|
%previewImage = %this.previewData.previewImage;
|
|
|
|
|
%doubleClickCommand = %this.previewData.doubleClickCommand;
|
|
|
|
|
|
2020-07-11 21:49:06 +00:00
|
|
|
%previewButton.assetName = %assetName;
|
|
|
|
|
%previewButton.moduleName = %moduleName;
|
|
|
|
|
%previewButton.assetType = %assetType;
|
2019-12-23 18:37:55 +00:00
|
|
|
|
2021-07-21 01:05:49 +00:00
|
|
|
%previewButton.bitmapAsset = %this.previewData.previewImage;
|
2018-01-28 21:30:17 +00:00
|
|
|
|
2020-07-11 21:49:06 +00:00
|
|
|
%previewButton.profile = "AssetBrowserPreview" @ %previewButton.assetType;
|
|
|
|
|
%previewButton.tooltip = %this.previewData.tooltip;
|
2020-08-09 06:32:27 +00:00
|
|
|
%previewButton.Command = "AssetBrowser.updateSelection( $ThisControl.assetName, $ThisControl.moduleName );";
|
2020-07-11 21:49:06 +00:00
|
|
|
%previewButton.altCommand = %doubleClickCommand;
|
2018-01-28 21:30:17 +00:00
|
|
|
|
2020-07-11 21:49:06 +00:00
|
|
|
%previewButton.text = %this.previewData.assetName;
|
|
|
|
|
%previewButton.text.originalAssetName = %this.previewData.assetName;
|
2019-11-24 12:52:34 +00:00
|
|
|
|
2018-01-28 21:30:17 +00:00
|
|
|
// add to the gui control array
|
2019-11-24 12:52:34 +00:00
|
|
|
AssetBrowser-->assetList.add(%previewButton);
|
2018-01-28 21:30:17 +00:00
|
|
|
|
|
|
|
|
// add to the array object for reference later
|
2019-05-04 16:49:42 +00:00
|
|
|
AssetPreviewArray.add( %previewButton, %this.previewData.previewImage );
|
2018-01-28 21:30:17 +00:00
|
|
|
}
|
|
|
|
|
|
2019-12-03 06:09:18 +00:00
|
|
|
function AssetBrowser::refresh(%this)
|
|
|
|
|
{
|
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 07:47:28 +00:00
|
|
|
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
|
2021-08-14 03:27:12 +00:00
|
|
|
%dataItem = AssetBrowser-->filterTree.findItemByName("data");
|
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
|
|
|
|
|
|
|
|
AssetBrowser-->filterTree.expandItem(%dataItem, false);
|
|
|
|
|
AssetBrowser-->filterTree.expandItem(%dataItem);
|
|
|
|
|
|
|
|
|
|
%this.dirty = false;
|
|
|
|
|
}
|
2019-12-03 06:09:18 +00:00
|
|
|
}
|
2019-10-20 07:47:15 +00:00
|
|
|
//
|
|
|
|
|
//
|
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 07:47:28 +00:00
|
|
|
/*function AssetPreviewButton::onClick(%this)
|
2019-10-20 07:47:15 +00:00
|
|
|
{
|
|
|
|
|
echo("CLICKED AN ASSET PREVIEW BUTTON");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function AssetPreviewButton::onDoubleClick(%this)
|
|
|
|
|
{
|
|
|
|
|
echo("DOUBLE CLICKED AN ASSET PREVIEW BUTTON");
|
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 07:47:28 +00:00
|
|
|
}*/
|
2019-10-20 07:47:15 +00:00
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
|
2020-07-11 21:49:06 +00:00
|
|
|
function assetBrowserPreviewSlider::onMouseDragged(%this)
|
|
|
|
|
{
|
|
|
|
|
EditorSettings.setValue("Assets/Browser/previewTileSize", %this.getValue());
|
|
|
|
|
AssetBrowser.refresh();
|
|
|
|
|
}
|
|
|
|
|
|
2019-12-03 06:09:18 +00:00
|
|
|
function AssetBrowser::loadDirectories( %this )
|
2018-01-28 21:30:17 +00:00
|
|
|
{
|
|
|
|
|
AssetBrowser-->filterTree.clear();
|
2019-10-20 07:47:15 +00:00
|
|
|
|
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 07:47:28 +00:00
|
|
|
%dataItem = AssetBrowser-->filterTree.insertItem(0, "Content");
|
2020-07-11 21:49:06 +00:00
|
|
|
AssetBrowser-->filterTree.collectionsIdx = AssetBrowser-->filterTree.insertItem(1, "Collections");
|
|
|
|
|
|
|
|
|
|
AssetBrowser-->filterTree.modulesIdx = AssetBrowser-->filterTree.insertItem(1, "Modules");
|
|
|
|
|
|
2021-08-14 03:27:12 +00:00
|
|
|
%dataItem = AssetBrowser-->filterTree.insertItem(AssetBrowser-->filterTree.modulesIdx, "data");
|
2020-07-11 21:49:06 +00:00
|
|
|
AssetBrowser-->filterTree.tagsIdx = AssetBrowser-->filterTree.insertItem(1, "Tags");
|
|
|
|
|
AssetBrowser-->filterTree.creatorIdx = AssetBrowser-->filterTree.insertItem(1, "Creator");
|
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
|
|
|
|
2021-08-14 03:27:12 +00:00
|
|
|
%this.dirHandler.loadFolders("data", %dataItem);
|
2019-10-20 07:47:15 +00:00
|
|
|
|
2020-07-11 21:49:06 +00:00
|
|
|
%this.loadCollectionSets();
|
|
|
|
|
|
|
|
|
|
%this.loadTags();
|
|
|
|
|
|
|
|
|
|
%this.loadCreatorClasses();
|
|
|
|
|
|
2019-10-20 07:47:15 +00:00
|
|
|
//If set to, show core
|
2020-09-08 06:22:57 +00:00
|
|
|
if(EditorSettings.value("Assets/Browser/showCoreModule", false) == 1)
|
2019-10-20 07:47:15 +00:00
|
|
|
{
|
2021-08-14 03:27:12 +00:00
|
|
|
%coreItem = AssetBrowser-->filterTree.insertItem(AssetBrowser-->filterTree.modulesIdx, "core");
|
|
|
|
|
%this.dirHandler.loadFolders("core", %coreItem);
|
2019-10-20 07:47:15 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//If set to, show tools
|
2020-09-08 06:22:57 +00:00
|
|
|
if(EditorSettings.value("Assets/Browser/showToolsModule", false) == 1)
|
2019-10-20 07:47:15 +00:00
|
|
|
{
|
2021-08-14 03:27:12 +00:00
|
|
|
%toolsItem = AssetBrowser-->filterTree.insertItem(AssetBrowser-->filterTree.modulesIdx, "tools");
|
|
|
|
|
%this.dirHandler.loadFolders("tools", %toolsItem);
|
2019-10-20 07:47:15 +00:00
|
|
|
}
|
2018-01-28 21:30:17 +00:00
|
|
|
|
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 07:47:28 +00:00
|
|
|
//Add Non-Asset Scripted Objects. Datablock, etc based
|
2020-04-15 17:15:12 +00:00
|
|
|
/*%category = getWord( %breadcrumbPath, 1 );
|
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 07:47:28 +00:00
|
|
|
%dataGroup = "DataBlockGroup";
|
|
|
|
|
|
|
|
|
|
if(%dataGroup.getCount() != 0)
|
|
|
|
|
{
|
|
|
|
|
%scriptedItem = AssetBrowser-->filterTree.insertItem(1, "Scripted");
|
|
|
|
|
|
|
|
|
|
for ( %i = 0; %i < %dataGroup.getCount(); %i++ )
|
|
|
|
|
{
|
|
|
|
|
%obj = %dataGroup.getObject(%i);
|
|
|
|
|
// echo ("Obj: " @ %obj.getName() @ " - " @ %obj.category );
|
|
|
|
|
|
2020-04-15 17:15:12 +00:00
|
|
|
//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 07:47:28 +00:00
|
|
|
|
|
|
|
|
//if ( %breadcrumbPath $= "" )
|
|
|
|
|
//{
|
|
|
|
|
%catItem = AssetBrowser-->filterTree.findItemByName(%obj.category);
|
|
|
|
|
|
|
|
|
|
if(%catItem == 0)
|
|
|
|
|
AssetBrowser-->filterTree.insertItem(%scriptedItem, %obj.category, "scripted");
|
|
|
|
|
/*%ctrl = %this.findIconCtrl( %obj.category );
|
|
|
|
|
if ( %ctrl == -1 )
|
|
|
|
|
{
|
|
|
|
|
%this.addFolderIcon( %obj.category );
|
|
|
|
|
}*/
|
|
|
|
|
//}
|
|
|
|
|
/*else if ( %breadcrumbPath $= %obj.category )
|
|
|
|
|
{
|
|
|
|
|
AssetBrowser-->filterTree.insertItem(%scriptedItem, %obj.getName());
|
|
|
|
|
}*/
|
2020-04-15 17:15:12 +00:00
|
|
|
//}
|
|
|
|
|
//}
|
|
|
|
|
// }
|
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 07:47:28 +00:00
|
|
|
|
2019-05-04 16:49:42 +00:00
|
|
|
AssetPreviewArray.empty();
|
2018-01-28 21:30:17 +00:00
|
|
|
|
2019-10-20 07:47:15 +00:00
|
|
|
AssetBrowser-->filterTree.buildVisibleTree(true);
|
|
|
|
|
|
2019-05-04 16:49:42 +00:00
|
|
|
//Remove any modules that have no assets if we have that filter on
|
|
|
|
|
if(%this.onlyShowModulesWithAssets)
|
|
|
|
|
{
|
|
|
|
|
for(%i=0; %i < getWordCount(%modulesList); %i++)
|
|
|
|
|
{
|
|
|
|
|
%moduleName = getWord(%modulesList, %i).ModuleId;
|
|
|
|
|
|
|
|
|
|
%moduleItemId = AssetBrowser-->filterTree.findItemByName(%moduleName);
|
|
|
|
|
|
|
|
|
|
if(AssetBrowser-->filterTree.isParentItem(%moduleItemId) == false)
|
|
|
|
|
AssetBrowser-->filterTree.removeItem(%moduleItemId);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2018-01-28 21:30:17 +00:00
|
|
|
//special handling for selections
|
|
|
|
|
if(AssetBrowser.newModuleId !$= "")
|
|
|
|
|
{
|
|
|
|
|
AssetBrowser-->filterTree.clearSelection();
|
|
|
|
|
%newModuleItem = AssetBrowser-->filterTree.findItemByName(AssetBrowser.newModuleId);
|
|
|
|
|
AssetBrowser-->filterTree.selectItem(%newModuleItem);
|
|
|
|
|
AssetBrowser.newModuleId = "";
|
|
|
|
|
}
|
|
|
|
|
|
2021-08-14 03:27:12 +00:00
|
|
|
//%dataItem = AssetBrowser-->filterTree.findItemByName("data");
|
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
|
|
|
//AssetBrowser-->filterTree.expandItem(%dataItem);
|
2019-10-20 07:47:15 +00:00
|
|
|
|
2019-12-03 06:09:18 +00:00
|
|
|
AssetBrowser.dirHandler.expandTreeToAddress(AssetBrowser.dirHandler.currentAddress);
|
2019-10-20 07:47:15 +00:00
|
|
|
|
2019-12-03 06:09:18 +00:00
|
|
|
%selectedItem = AssetBrowser.dirHandler.getFolderTreeItemFromAddress(AssetBrowser.dirHandler.currentAddress);
|
2018-01-28 21:30:17 +00:00
|
|
|
AssetBrowser-->filterTree.scrollVisibleByObjectId(%selectedItem);
|
2019-05-04 16:49:42 +00:00
|
|
|
|
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 07:47:28 +00:00
|
|
|
AssetBrowser-->filterTree.buildVisibleTree(true);
|
2018-01-28 21:30:17 +00:00
|
|
|
|
2019-12-03 06:09:18 +00:00
|
|
|
AssetBrowser.refresh();
|
2018-01-28 21:30:17 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function AssetBrowser::updateSelection( %this, %asset, %moduleName )
|
|
|
|
|
{
|
2020-09-02 06:26:43 +00:00
|
|
|
/*%isAssetBorder = 0;
|
2018-01-28 21:30:17 +00:00
|
|
|
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);");
|
2020-09-02 06:26:43 +00:00
|
|
|
}*/
|
2018-01-28 21:30:17 +00:00
|
|
|
|
2020-09-02 06:26:43 +00:00
|
|
|
//If we had an existing selected assetDef, clear the reference
|
|
|
|
|
if(isObject(AssetBrowser.selectedAssetDef))
|
|
|
|
|
AssetDatabase.releaseAsset(AssetBrowser.selectedAssetDef.getAssetId());
|
|
|
|
|
|
|
|
|
|
//AssetBrowser.selectedMaterial = %asset;
|
2018-01-28 21:30:17 +00:00
|
|
|
AssetBrowser.selectedAsset = %moduleName@":"@%asset;
|
2020-09-02 06:26:43 +00:00
|
|
|
|
|
|
|
|
//If it's got slashes, it's a path so it's actually a folder item, not an asset
|
|
|
|
|
if(strstr(%moduleName, "/") != -1)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
//Otherwise, it's an asset so we'll select the definition while we're at it
|
2018-01-28 21:30:17 +00:00
|
|
|
AssetBrowser.selectedAssetDef = AssetDatabase.acquireAsset(AssetBrowser.selectedAsset);
|
|
|
|
|
//AssetBrowser.selectedPreviewImagePath = %previewImagePath;
|
|
|
|
|
|
2020-09-02 06:26:43 +00:00
|
|
|
//%this.prevSelectedMaterialHL = %asset;
|
2018-01-28 21:30:17 +00:00
|
|
|
}
|
|
|
|
|
|
2020-07-11 21:49:06 +00:00
|
|
|
function AssetBrowser::loadCollectionSets(%this)
|
|
|
|
|
{
|
|
|
|
|
//Process any datablocks and populate their lists categories as tags as well
|
|
|
|
|
%collectionsItem = AssetBrowser-->filterTree.collectionsIdx;
|
|
|
|
|
|
|
|
|
|
%collectionsCount = AssetBrowserCollectionSets.value("CollectionSetCount", 0);
|
|
|
|
|
|
|
|
|
|
for ( %i = 0; %i < %collectionsCount; %i++ )
|
|
|
|
|
{
|
|
|
|
|
%collection = AssetBrowserCollectionSets.value("Collection"@%i, "");
|
|
|
|
|
%collectionName = getField(%collection, 0);
|
|
|
|
|
%collectionTerm = getField(%collection, 1);
|
|
|
|
|
|
|
|
|
|
AssetBrowser-->filterTree.insertItem(%collectionsItem, %collectionName, %collectionTerm);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function AssetBrowser::setCollectionSetActive(%this, %collectionSet)
|
|
|
|
|
{
|
|
|
|
|
AssetBrowserSearchFilter.setText(%collectionSet);
|
|
|
|
|
AssetBrowserSearchFilter.onReturn();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function AssetBrowser::loadTags(%this)
|
|
|
|
|
{
|
|
|
|
|
//Process any datablocks and populate their lists categories as tags as well
|
|
|
|
|
%dataGroup = "DataBlockGroup";
|
|
|
|
|
%tagItem = AssetBrowser-->filterTree.tagsIdx;
|
|
|
|
|
|
|
|
|
|
for ( %i = 0; %i < %dataGroup.getCount(); %i++ )
|
|
|
|
|
{
|
|
|
|
|
%obj = %dataGroup.getObject(%i);
|
|
|
|
|
// echo ("Obj: " @ %obj.getName() @ " - " @ %obj.category );
|
|
|
|
|
|
|
|
|
|
if ( %obj.category $= "" && %obj.category == 0 )
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
%tagChildItem = AssetBrowser-->filterTree.findChildItemByName(%tagItem, %obj.category);
|
|
|
|
|
if(%tagChildItem == 0)
|
|
|
|
|
{
|
|
|
|
|
//Didn't already exist, so register it in
|
|
|
|
|
AssetBrowser-->filterTree.insertItem(%tagItem, %obj.category);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function AssetBrowser::setTagActive(%this, %tag)
|
|
|
|
|
{
|
|
|
|
|
%found = false;
|
|
|
|
|
|
|
|
|
|
for(%i=0; %i < AssetSearchTerms.count(); %i++)
|
|
|
|
|
{
|
|
|
|
|
%action = AssetSearchTerms.getKey(%i);
|
|
|
|
|
%word = AssetSearchTerms.getValue(%i);
|
|
|
|
|
|
|
|
|
|
if(%action $= "tag" && %word $= %tag)
|
|
|
|
|
{
|
|
|
|
|
//If we found it, we just remove it from our list, toggling it off
|
|
|
|
|
AssetSearchTerms.erase(%i);
|
|
|
|
|
%found = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//If we didn't find it, we're going to add it into our list
|
|
|
|
|
if(!%found)
|
|
|
|
|
{
|
|
|
|
|
AssetSearchTerms.add("tag", %tag);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
%this.updateSearchTextFromFilter();
|
|
|
|
|
|
|
|
|
|
%this.rebuildAssetArray();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function AssetBrowser::loadCreatorClasses(%this)
|
|
|
|
|
{
|
|
|
|
|
// Just so we can recall this method for testing changes
|
|
|
|
|
// without restarting.
|
|
|
|
|
if ( isObject( %this.creatorClassArray ) )
|
|
|
|
|
%this.creatorClassArray.delete();
|
|
|
|
|
|
|
|
|
|
%this.creatorClassArray = new ArrayObject();
|
|
|
|
|
%this.creatorClassArray.caseSensitive = true;
|
|
|
|
|
//%this.setListView( true );
|
|
|
|
|
|
|
|
|
|
%this.beginCreatorGroup( "Environment" );
|
|
|
|
|
|
2021-01-24 10:33:28 +00:00
|
|
|
// Removed Prefab as there doesn't really seem to be a point in creating a blank one
|
|
|
|
|
//%this.addCreatorClass( "Prefab", "Prefab" );
|
|
|
|
|
%this.addCreatorClass( "SkyBox", "Sky Box" );
|
|
|
|
|
%this.addCreatorClass( "CloudLayer", "Cloud Layer" );
|
|
|
|
|
%this.addCreatorClass( "BasicClouds", "Basic Clouds" );
|
|
|
|
|
%this.addCreatorClass( "ScatterSky", "Scatter Sky" );
|
|
|
|
|
%this.addCreatorClass( "Sun", "Basic Sun" );
|
|
|
|
|
%this.addCreatorClass( "Lightning" );
|
|
|
|
|
%this.addCreatorClass( "WaterBlock", "Water Block" );
|
|
|
|
|
%this.addCreatorClass( "SFXEmitter", "Sound Emitter" );
|
|
|
|
|
%this.addCreatorClass( "Precipitation" );
|
|
|
|
|
%this.addCreatorClass( "ParticleEmitterNode", "Particle Emitter" );
|
2020-07-11 21:49:06 +00:00
|
|
|
|
|
|
|
|
// Legacy features. Users should use Ground Cover and the Forest Editor.
|
2021-01-24 10:33:28 +00:00
|
|
|
//%this.addCreatorClass( "fxShapeReplicator", "Shape Replicator" );
|
|
|
|
|
//%this.addCreatorClass( "fxFoliageReplicator", "Foliage Replicator" );
|
|
|
|
|
|
|
|
|
|
%this.addCreatorClass( "PointLight", "Point Light" );
|
|
|
|
|
%this.addCreatorClass( "SpotLight", "Spot Light" );
|
|
|
|
|
%this.addCreatorClass( "GroundCover", "Ground Cover" );
|
|
|
|
|
%this.addCreatorClass( "TerrainBlock", "Terrain Block" );
|
|
|
|
|
%this.addCreatorClass( "GroundPlane", "Ground Plane" );
|
|
|
|
|
%this.addCreatorClass( "WaterPlane", "Water Plane" );
|
|
|
|
|
%this.addCreatorClass( "PxCloth", "Cloth" );
|
|
|
|
|
%this.addCreatorClass( "ForestWindEmitter", "Wind Emitter" );
|
2020-07-11 21:49:06 +00:00
|
|
|
|
2021-01-24 10:33:28 +00:00
|
|
|
%this.addCreatorClass( "DustEmitter", "Dust Emitter" );
|
|
|
|
|
%this.addCreatorClass( "DustSimulation", "Dust Simulation" );
|
|
|
|
|
%this.addCreatorClass( "DustEffecter", "Dust Effecter" );
|
2020-07-11 21:49:06 +00:00
|
|
|
|
|
|
|
|
%this.endCreatorGroup();
|
|
|
|
|
|
|
|
|
|
%this.beginCreatorGroup( "Level" );
|
|
|
|
|
|
2021-01-24 10:33:28 +00:00
|
|
|
%this.addCreatorClass("MissionArea", "Mission Area" );
|
|
|
|
|
%this.addCreatorClass("Path" );
|
|
|
|
|
%this.addCreatorClass("Marker", "Path Node" );
|
|
|
|
|
%this.addCreatorClass("Trigger" );
|
|
|
|
|
%this.addCreatorClass("PhysicalZone", "Physical Zone" );
|
|
|
|
|
%this.addCreatorClass("Camera" );
|
|
|
|
|
%this.addCreatorClass( "LevelInfo", "Level Info" );
|
|
|
|
|
%this.addCreatorClass( "TimeOfDay", "Time of Day" );
|
|
|
|
|
%this.addCreatorClass( "Zone", "Zone" );
|
|
|
|
|
%this.addCreatorClass( "Portal", "Zone Portal" );
|
|
|
|
|
%this.addCreatorClass( "SpawnSphere", "Player Spawn Sphere"/*, "PlayerDropPoint"*/ );
|
|
|
|
|
%this.addCreatorClass( "SpawnSphere", "Observer Spawn Sphere"/*, "ObserverDropPoint"*/ );
|
|
|
|
|
%this.addCreatorClass( "SFXSpace", "Sound Space" );
|
|
|
|
|
%this.addCreatorClass( "OcclusionVolume", "Occlusion Volume" );
|
2020-07-11 21:49:06 +00:00
|
|
|
|
|
|
|
|
%this.endCreatorGroup();
|
|
|
|
|
|
|
|
|
|
%this.beginCreatorGroup( "System" );
|
|
|
|
|
|
2021-01-24 10:33:28 +00:00
|
|
|
%this.addCreatorClass( "SimGroup" );
|
|
|
|
|
%this.addCreatorClass( "AIPathGroup" );
|
2020-07-11 21:49:06 +00:00
|
|
|
|
|
|
|
|
%this.endCreatorGroup();
|
|
|
|
|
|
|
|
|
|
%this.beginCreatorGroup( "ExampleObjects" );
|
|
|
|
|
|
2021-01-24 10:33:28 +00:00
|
|
|
%this.addCreatorClass( "RenderObjectExample" );
|
|
|
|
|
%this.addCreatorClass( "RenderMeshExample" );
|
|
|
|
|
%this.addCreatorClass( "RenderShapeExample" );
|
2020-07-11 21:49:06 +00:00
|
|
|
|
|
|
|
|
%this.endCreatorGroup();
|
|
|
|
|
|
|
|
|
|
%this.creatorClassArray.sortk();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function AssetBrowser::beginCreatorGroup(%this, %group)
|
|
|
|
|
{
|
|
|
|
|
AssetBrowser-->filterTree.insertItem(AssetBrowser-->filterTree.creatorIdx, %group);
|
2021-01-24 10:33:28 +00:00
|
|
|
%this.currentCreatorGroup = %group;
|
2020-07-11 21:49:06 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function AssetBrowser::endCreatorGroup(%this, %group)
|
|
|
|
|
{
|
|
|
|
|
%this.currentCreatorGroup = "";
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function AssetBrowser::addCreatorClass(%this, %class, %name, %buildfunc)
|
|
|
|
|
{
|
|
|
|
|
if( !isClass(%class) )
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
if ( %name $= "" )
|
|
|
|
|
%name = %class;
|
|
|
|
|
|
|
|
|
|
if ( %this.currentCreatorGroup !$= "" && %group $= "" )
|
|
|
|
|
%group = %this.currentCreatorGroup;
|
|
|
|
|
|
|
|
|
|
if ( %class $= "" || %group $= "" )
|
|
|
|
|
{
|
|
|
|
|
warn( "AssetBrowser::addCreatorClass, invalid parameters!" );
|
|
|
|
|
return;
|
|
|
|
|
}
|
2021-01-24 10:33:28 +00:00
|
|
|
|
|
|
|
|
if(%buildfunc $= "")
|
|
|
|
|
{
|
|
|
|
|
%method = "build" @ %buildfunc;
|
|
|
|
|
if( !ObjectBuilderGui.isMethod( %method ) )
|
|
|
|
|
%method = "build" @ %class;
|
|
|
|
|
|
|
|
|
|
if( !ObjectBuilderGui.isMethod( %method ) )
|
|
|
|
|
%cmd = "return new " @ %class @ "();";
|
|
|
|
|
else
|
|
|
|
|
%cmd = "ObjectBuilderGui." @ %method @ "();";
|
|
|
|
|
|
|
|
|
|
%buildfunc = "ObjectBuilderGui.newObjectCallback = \"AssetBrowser.onFinishCreateObject\"; EWCreatorWindow.createObject( \"" @ %cmd @ "\" );";
|
|
|
|
|
}
|
2020-07-11 21:49:06 +00:00
|
|
|
|
|
|
|
|
%args = new ScriptObject();
|
|
|
|
|
%args.val[0] = %class;
|
|
|
|
|
%args.val[1] = %name;
|
|
|
|
|
%args.val[2] = %buildfunc;
|
|
|
|
|
|
|
|
|
|
%this.creatorClassArray.push_back( %group, %args );
|
|
|
|
|
}
|
2018-01-28 21:30:17 +00:00
|
|
|
//
|
|
|
|
|
//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 )
|
|
|
|
|
{
|
2020-09-02 06:26:43 +00:00
|
|
|
%material = AssetBrowser.selectedAsset;
|
2018-01-28 21:30:17 +00:00
|
|
|
%secondFilter = "MaterialFilterMappedArray";
|
|
|
|
|
%secondFilterName = "Mapped";
|
|
|
|
|
|
|
|
|
|
for( %i = 0; %i < MaterialFilterUnmappedArray.count(); %i++ )
|
|
|
|
|
{
|
|
|
|
|
if( MaterialFilterUnmappedArray.getValue(%i) $= %material )
|
|
|
|
|
{
|
|
|
|
|
%secondFilter = "MaterialFilterUnmappedArray";
|
|
|
|
|
%secondFilterName = "Unmapped";
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if( isObject( %material ) )
|
|
|
|
|
{
|
2020-07-24 05:40:03 +00:00
|
|
|
toolsMessageBoxYesNoCancel("Delete Material?",
|
2018-01-28 21:30:17 +00:00
|
|
|
"Are you sure you want to delete<br><br>" @ %material.getName() @ "<br><br> Material deletion won't take affect until the engine is quit.",
|
|
|
|
|
"AssetBrowser.deleteMaterial( " @ %material @ ", " @ %secondFilter @ ", " @ %secondFilterName @" );",
|
|
|
|
|
"",
|
|
|
|
|
"" );
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function AssetBrowser::deleteMaterial( %this, %materialName, %secondFilter, %secondFilterName )
|
|
|
|
|
{
|
|
|
|
|
if( !isObject( %materialName ) )
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
for( %i = 0; %i <= MaterialFilterAllArray.countValue( %materialName ); %i++)
|
|
|
|
|
{
|
|
|
|
|
%index = MaterialFilterAllArray.getIndexFromValue( %materialName );
|
|
|
|
|
MaterialFilterAllArray.erase( %index );
|
|
|
|
|
}
|
|
|
|
|
MaterialFilterAllArrayCheckbox.setText("All ( " @ MaterialFilterAllArray.count() - 1 @ " ) ");
|
|
|
|
|
|
|
|
|
|
%checkbox = %secondFilter @ "Checkbox";
|
|
|
|
|
for( %k = 0; %k <= %secondFilter.countValue( %materialName ); %k++)
|
|
|
|
|
{
|
|
|
|
|
%index = %secondFilter.getIndexFromValue( %materialName );
|
|
|
|
|
%secondFilter.erase( %index );
|
|
|
|
|
}
|
|
|
|
|
%checkbox.setText( %secondFilterName @ " ( " @ %secondFilter.count() - 1 @ " ) ");
|
|
|
|
|
|
|
|
|
|
for( %i = 0; %materialName.getFieldValue("materialTag" @ %i) !$= ""; %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() !$= "tools/gui/AssetBrowser.ed.gui" &&
|
2020-12-12 15:54:16 +00:00
|
|
|
%materialName.getFilename() !$= "tools/materialEditor/scripts/materialEditor.ed." @ $TorqueScriptFileExtension )
|
2018-01-28 21:30:17 +00:00
|
|
|
{
|
|
|
|
|
AssetBrowserPerMan.removeObjectFromFile(%materialName);
|
|
|
|
|
AssetBrowserPerMan.saveDirty();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
AssetBrowser.preloadFilter();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function AssetBrowser::thumbnailCountUpdate(%this)
|
|
|
|
|
{
|
|
|
|
|
$Pref::AssetBrowser::ThumbnailCountIndex = AssetBrowser-->materialPreviewCountPopup.getSelected();
|
|
|
|
|
AssetBrowser.LoadFilter( AssetBrowser.currentFilter, AssetBrowser.currentStaticFilter );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function AssetBrowser::toggleTagFilterPopup(%this)
|
|
|
|
|
{
|
|
|
|
|
if(TagFilterWindow.visible)
|
|
|
|
|
TagFilterWindow.visible = false;
|
|
|
|
|
else
|
|
|
|
|
TagFilterWindow.visible = true;
|
|
|
|
|
|
|
|
|
|
return;
|
|
|
|
|
%assetQuery = new AssetQuery();
|
|
|
|
|
%numAssetsFound = AssetDatabase.findAllAssets(%assetQuery);
|
|
|
|
|
|
|
|
|
|
for( %i=0; %i < %numAssetsFound; %i++)
|
|
|
|
|
{
|
|
|
|
|
%assetId = %assetQuery.getAsset(%i);
|
|
|
|
|
|
|
|
|
|
//first, get the asset's module, as our major categories
|
|
|
|
|
%module = AssetDatabase.getAssetModule(%assetId);
|
|
|
|
|
|
|
|
|
|
%moduleName = %module.moduleId;
|
|
|
|
|
|
|
|
|
|
//check that we don't re-add it
|
|
|
|
|
%moduleItemId = AssetBrowser-->filterTree.findItemByName(%moduleName);
|
|
|
|
|
|
|
|
|
|
if(%moduleItemId == -1 || %moduleItemId == 0)
|
2019-12-03 06:09:18 +00:00
|
|
|
%moduleItemId = AssetBrowser-->filterTree.insertItem(1, %module.moduleId, "", "", 1, 2);
|
2018-01-28 21:30:17 +00:00
|
|
|
|
|
|
|
|
//now, add the asset's category
|
|
|
|
|
%assetType = AssetDatabase.getAssetCategory(%assetId);
|
|
|
|
|
|
|
|
|
|
%checkBox = new GuiCheckBoxCtrl()
|
|
|
|
|
{
|
|
|
|
|
canSaveDynamicFields = "0";
|
|
|
|
|
isContainer = "0";
|
|
|
|
|
Profile = "ToolsGuiCheckBoxListProfile";
|
|
|
|
|
HorizSizing = "right";
|
|
|
|
|
VertSizing = "bottom";
|
|
|
|
|
Position = "0 0";
|
|
|
|
|
Extent = (%textLength * 4) @ " 18";
|
|
|
|
|
MinExtent = "8 2";
|
|
|
|
|
canSave = "1";
|
|
|
|
|
Visible = "1";
|
|
|
|
|
Variable = %var;
|
|
|
|
|
tooltipprofile = "ToolsGuiToolTipProfile";
|
|
|
|
|
hovertime = "1000";
|
|
|
|
|
text = %text;
|
|
|
|
|
groupNum = "-1";
|
|
|
|
|
buttonType = "ToggleButton";
|
|
|
|
|
useMouseEvents = "0";
|
|
|
|
|
useInactiveState = "0";
|
|
|
|
|
Command = %cmd;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
TagFilterList.add(%checkBox);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function AssetBrowser::changeAsset(%this)
|
|
|
|
|
{
|
|
|
|
|
//alright, we've selectd an asset for a field, so time to set it!
|
2021-01-03 14:58:53 +00:00
|
|
|
if(%this.fieldTargetName $= "")
|
|
|
|
|
%cmd = %this.fieldTargetObject @ ".apply(\""@ %this.selectedAsset @ "\");";
|
|
|
|
|
else
|
|
|
|
|
%cmd = %this.fieldTargetObject @ "." @ %this.fieldTargetName @ "=\"" @ %this.selectedAsset @ "\";";
|
2018-01-28 21:30:17 +00:00
|
|
|
echo("Changing asset via the " @ %cmd @ " command");
|
|
|
|
|
eval(%cmd);
|
2019-05-04 16:49:42 +00:00
|
|
|
|
|
|
|
|
//Flag us as dirty for editing purposes
|
|
|
|
|
EWorldEditor.setSceneAsDirty();
|
2018-01-28 21:30:17 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function AssetBrowser::reImportAsset(%this)
|
|
|
|
|
{
|
|
|
|
|
//Find out what type it is
|
|
|
|
|
%assetDef = AssetDatabase.acquireAsset(EditAssetPopup.assetId);
|
|
|
|
|
%assetType = AssetDatabase.getAssetType(EditAssetPopup.assetId);
|
|
|
|
|
|
|
|
|
|
if(%assetType $= "ShapeAsset" || %assetType $= "ImageAsset" || %assetType $= "SoundAsset")
|
|
|
|
|
{
|
|
|
|
|
AssetBrowser.isAssetReImport = true;
|
|
|
|
|
AssetBrowser.reImportingAssetId = EditAssetPopup.assetId;
|
|
|
|
|
|
2019-05-04 16:49:42 +00:00
|
|
|
%reimportingPath = %assetDef.originalFilePath;
|
|
|
|
|
|
|
|
|
|
//first, double-check we have an originating file. if we don't then we need to basically go out looking for it
|
|
|
|
|
if(!isFile(%assetDef.originalFilePath))
|
|
|
|
|
{
|
|
|
|
|
//if(%assetType $= "ImageAsset")
|
|
|
|
|
// %filters = "";
|
|
|
|
|
|
|
|
|
|
%dlg = new OpenFileDialog()
|
|
|
|
|
{
|
|
|
|
|
Filters = "(All Files (*.*)|*.*|";
|
|
|
|
|
DefaultFile = %currentFile;
|
|
|
|
|
ChangePath = false;
|
|
|
|
|
MustExist = true;
|
|
|
|
|
MultipleFiles = false;
|
|
|
|
|
forceRelativePath = false;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
if ( %dlg.Execute() )
|
|
|
|
|
{
|
|
|
|
|
%reimportingPath = %dlg.FileName;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
%dlg.delete();
|
|
|
|
|
}
|
|
|
|
|
|
2018-01-28 21:30:17 +00:00
|
|
|
AssetBrowser.onBeginDropFiles();
|
2019-05-04 16:49:42 +00:00
|
|
|
AssetBrowser.onDropFile(%reimportingPath);
|
2018-01-28 21:30:17 +00:00
|
|
|
AssetBrowser.onEndDropFiles();
|
|
|
|
|
|
|
|
|
|
%module = AssetDatabase.getAssetModule(EditAssetPopup.assetId);
|
|
|
|
|
|
|
|
|
|
//get the selected module data
|
|
|
|
|
ImportAssetModuleList.setText(%module.ModuleId);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2019-10-20 07:47:15 +00:00
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
// RMB context popups
|
2020-07-11 21:49:06 +00:00
|
|
|
function AssetBrowserPreviewButton::onRightClick(%this)
|
2018-01-28 21:30:17 +00:00
|
|
|
{
|
2020-07-11 21:49:06 +00:00
|
|
|
AssetBrowser.selectedAssetPreview = %this;
|
|
|
|
|
EditAssetPopup.assetId = %this.moduleName @ ":" @ %this.assetName;
|
|
|
|
|
EditAssetPopup.assetType = %this.assetType;
|
|
|
|
|
%assetType = %this.assetType;
|
2018-01-28 21:30:17 +00:00
|
|
|
|
|
|
|
|
//Do some enabling/disabling of options depending on asset type
|
|
|
|
|
EditAssetPopup.enableItem(0, true);
|
|
|
|
|
EditAssetPopup.enableItem(7, true);
|
|
|
|
|
|
|
|
|
|
//Is it an editable type?
|
2019-05-04 16:49:42 +00:00
|
|
|
if(%assetType $= "ImageAsset" /*|| %assetType $= "GameObjectAsset"*/ || %assetType $= "CppAsset" || %assetType $= "SoundAsset")
|
2018-01-28 21:30:17 +00:00
|
|
|
{
|
|
|
|
|
EditAssetPopup.enableItem(0, false);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//Is it an importable type?
|
|
|
|
|
if(%assetType $= "GameObjectAsset" || %assetType $= "ComponentAsset" || %assetType $= "GUIAsset" || %assetType $= "LevelAsset"
|
|
|
|
|
|| %assetType $= "MaterialAsset" || %assetType $= "ParticleAsset" || %assetType $= "PostEffectAsset" || %assetType $= "ScriptAsset"
|
|
|
|
|
|| %assetType $= "StateMachineAsset")
|
|
|
|
|
{
|
|
|
|
|
EditAssetPopup.enableItem(7, false);
|
|
|
|
|
}
|
|
|
|
|
|
2019-05-04 16:49:42 +00:00
|
|
|
if(%assetType $= "LevelAsset")
|
2020-12-29 05:43:56 +00:00
|
|
|
{
|
2019-05-04 16:49:42 +00:00
|
|
|
EditLevelAssetPopup.showPopup(Canvas);
|
2020-12-29 05:43:56 +00:00
|
|
|
}
|
2019-10-20 07:47:15 +00:00
|
|
|
else if(%assetType $= "Folder")
|
2019-12-03 06:09:18 +00:00
|
|
|
{
|
2020-07-11 21:49:06 +00:00
|
|
|
EditFolderPopup.dirPath = %this.moduleName @ "/" @ %this.assetName;
|
2019-10-20 07:47:15 +00:00
|
|
|
EditFolderPopup.showPopup(Canvas);
|
2019-12-03 06:09:18 +00:00
|
|
|
}
|
2020-12-29 05:43:56 +00:00
|
|
|
else if(%assetType $= "TerrainAsset")
|
|
|
|
|
{
|
|
|
|
|
EditTerrainAssetPopup.showPopup(Canvas);
|
|
|
|
|
}
|
2019-05-04 16:49:42 +00:00
|
|
|
else
|
2020-12-29 05:43:56 +00:00
|
|
|
{
|
2019-05-04 16:49:42 +00:00
|
|
|
EditAssetPopup.showPopup(Canvas);
|
2020-12-29 05:43:56 +00:00
|
|
|
}
|
2019-10-20 07:47:15 +00:00
|
|
|
|
|
|
|
|
if(%assetType $= "Folder")
|
|
|
|
|
{
|
2020-07-11 21:49:06 +00:00
|
|
|
EditAssetPopup.assetId = %this.moduleName @ "/" @ %this.assetName;
|
2019-10-20 07:47:15 +00:00
|
|
|
}
|
2018-01-28 21:30:17 +00:00
|
|
|
}
|
|
|
|
|
|
2019-10-20 07:47:15 +00:00
|
|
|
//function AssetListPanel::onRightMouseDown(%this)
|
|
|
|
|
function AssetListPanelInputs::onRightMouseDown(%this)
|
2018-01-28 21:30:17 +00:00
|
|
|
{
|
|
|
|
|
AddNewAssetPopup.showPopup(Canvas);
|
|
|
|
|
}
|
|
|
|
|
|
2019-10-20 07:47:15 +00:00
|
|
|
function AssetBrowserFilterTree::onRightMouseDown(%this, %itemId)
|
|
|
|
|
{
|
2019-11-18 09:30:04 +00:00
|
|
|
%count = %this.getSelectedItemsCount();
|
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 07:47:28 +00:00
|
|
|
|
|
|
|
|
%itemText = %this.getItemText(%itemId);
|
2020-07-11 21:49:06 +00:00
|
|
|
%parentItem = %this.getParentItem(%itemId);
|
|
|
|
|
if(%parentItem == %this.tagsIdx)
|
2019-10-20 07:47:15 +00:00
|
|
|
{
|
2020-07-11 21:49:06 +00:00
|
|
|
}
|
|
|
|
|
else if(%parentItem == %this.collectionsIdx)
|
|
|
|
|
{
|
|
|
|
|
EditCollectionSets.showPopup(Canvas);
|
|
|
|
|
AssetBrowser.selectedCollectionSet = %itemText;
|
|
|
|
|
}
|
|
|
|
|
else if(%parentItem == %this.creatorIdx)
|
|
|
|
|
{
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
2021-08-14 03:27:12 +00:00
|
|
|
if( %this.getSelectedItemsCount() > 0 && (%itemText !$= "data" && %itemText !$="core" && %itemText !$= "tools"))
|
2019-10-20 07:47:15 +00:00
|
|
|
{
|
2020-07-11 21:49:06 +00:00
|
|
|
//AddNewAssetPopup.showPopup(Canvas);
|
|
|
|
|
|
|
|
|
|
//We have something clicked, so figure out if it's a sub-filter or a module filter, then push the correct
|
|
|
|
|
//popup menu
|
|
|
|
|
%parentItem = %this.getParentItem(%itemId);
|
2021-08-14 03:27:12 +00:00
|
|
|
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 07:47:28 +00:00
|
|
|
{
|
2020-07-11 21:49:06 +00:00
|
|
|
//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;
|
|
|
|
|
}
|
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
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
2020-07-11 21:49:06 +00:00
|
|
|
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 07:47:28 +00:00
|
|
|
}
|
2019-10-20 07:47:15 +00:00
|
|
|
}
|
2021-08-14 03:27:12 +00:00
|
|
|
else if(%itemText $= "data")
|
2019-10-20 07:47:15 +00:00
|
|
|
{
|
2020-07-11 21:49:06 +00:00
|
|
|
AddNewModulePopup.showPopup(Canvas);
|
|
|
|
|
}
|
2021-08-14 03:27:12 +00:00
|
|
|
else if(%itemText $= "tools")
|
2020-07-11 21:49:06 +00:00
|
|
|
{
|
|
|
|
|
AddNewToolPopup.showPopup(Canvas);
|
2019-10-20 07:47:15 +00:00
|
|
|
}
|
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 07:47:28 +00:00
|
|
|
}
|
2019-10-20 07:47:15 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
//
|
2020-08-07 05:24:26 +00:00
|
|
|
function AssetBrowser::openAssetSettings(%this)
|
2020-07-11 21:49:06 +00:00
|
|
|
{
|
2020-08-07 05:24:26 +00:00
|
|
|
ESettingsWindow.toggleEditorSettings();
|
|
|
|
|
%assetEditIndex = ESettingsWindowList.findTextIndex("Asset Editing");
|
|
|
|
|
ESettingsWindowList.setSelectedRow( %assetEditIndex );
|
2020-07-11 21:49:06 +00:00
|
|
|
}
|
|
|
|
|
|
2019-10-20 07:47:15 +00:00
|
|
|
function AssetBrowser::showVisibiltyOptions(%this)
|
|
|
|
|
{
|
|
|
|
|
BrowserVisibilityPopup.showPopup(Canvas);
|
|
|
|
|
}
|
|
|
|
|
|
2020-07-11 21:49:06 +00:00
|
|
|
function AssetBrowser::saveCurrentFiltersAsCollection(%this)
|
2019-10-20 07:47:15 +00:00
|
|
|
{
|
2020-07-11 21:49:06 +00:00
|
|
|
%colSetName = CreateNewCollectionSetCtrl-->collectionSetName.getText();
|
|
|
|
|
|
|
|
|
|
if(%colSetName $= "")
|
|
|
|
|
{
|
|
|
|
|
error("Collection Sets require a name!");
|
|
|
|
|
}
|
2019-10-20 07:47:15 +00:00
|
|
|
|
2020-07-11 21:49:06 +00:00
|
|
|
%collectionsCount = AssetBrowserCollectionSets.value("CollectionSetCount", 0);
|
|
|
|
|
%collectionsCount += 1;
|
|
|
|
|
|
|
|
|
|
AssetBrowserCollectionSets.setValue("CollectionSetCount", %collectionsCount);
|
|
|
|
|
|
|
|
|
|
%collection = %colSetName TAB AssetBrowserSearchFilter.getText();
|
|
|
|
|
|
|
|
|
|
AssetBrowserCollectionSets.setValue("Collection"@%collectionsCount-1, %collection);
|
|
|
|
|
|
|
|
|
|
%success = AssetBrowserCollectionSets.write();
|
|
|
|
|
|
|
|
|
|
AssetBrowser.loadDirectories();
|
2019-10-20 07:47:15 +00:00
|
|
|
}
|
|
|
|
|
|
2020-07-11 21:49:06 +00:00
|
|
|
function AssetBrowser::deleteCollectionSet(%this)
|
2019-10-20 07:47:15 +00:00
|
|
|
{
|
2020-07-11 21:49:06 +00:00
|
|
|
%collectionsCount = AssetBrowserCollectionSets.value("CollectionSetCount", 0);
|
|
|
|
|
%tempCollectionListCount = 0;
|
2019-10-20 07:47:15 +00:00
|
|
|
|
2020-07-11 21:49:06 +00:00
|
|
|
%found = false;
|
|
|
|
|
for ( %i = 0; %i < %collectionsCount; %i++ )
|
2019-10-20 07:47:15 +00:00
|
|
|
{
|
2020-07-11 21:49:06 +00:00
|
|
|
%collection = AssetBrowserCollectionSets.value("Collection"@%i, "");
|
|
|
|
|
%collectionName = getField(%collection, 0);
|
|
|
|
|
%collectionTerm = getField(%collection, 1);
|
|
|
|
|
|
|
|
|
|
if(AssetBrowser.selectedCollectionSet !$= %collectionName)
|
|
|
|
|
{
|
|
|
|
|
%tempCollectionList[%tempCollectionListCount] = %collection;
|
|
|
|
|
%tempCollectionListCount++;
|
|
|
|
|
}
|
2019-10-20 07:47:15 +00:00
|
|
|
}
|
2020-07-11 21:49:06 +00:00
|
|
|
|
|
|
|
|
AssetBrowserCollectionSets.setValue("CollectionSetCount", %tempCollectionListCount);
|
|
|
|
|
for(%i=0; %i < %collectionsCount; %i++)
|
2019-10-20 07:47:15 +00:00
|
|
|
{
|
2020-07-11 21:49:06 +00:00
|
|
|
if(%i < %tempCollectionListCount)
|
|
|
|
|
AssetBrowserCollectionSets.setValue("Collection"@%i, %tempCollectionList[%i]);
|
|
|
|
|
else
|
|
|
|
|
AssetBrowserCollectionSets.remove("Collection"@%i);
|
2019-10-20 07:47:15 +00:00
|
|
|
}
|
|
|
|
|
|
2020-07-11 21:49:06 +00:00
|
|
|
AssetBrowserCollectionSets.write();
|
|
|
|
|
|
|
|
|
|
%this.loadDirectories();
|
2019-10-20 07:47:15 +00:00
|
|
|
}
|
|
|
|
|
|
2018-01-28 21:30:17 +00:00
|
|
|
function AssetBrowser::refreshPreviews(%this)
|
|
|
|
|
{
|
|
|
|
|
AssetBrowserFilterTree.onSelect(AssetBrowser.selectedItem);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function AssetBrowserFilterTree::onSelect(%this, %itemId)
|
|
|
|
|
{
|
|
|
|
|
if(%itemId == 1)
|
|
|
|
|
//can't select root
|
|
|
|
|
return;
|
|
|
|
|
|
2020-07-11 21:49:06 +00:00
|
|
|
//process special cases
|
|
|
|
|
%parentItem = %this.getParentItem(%itemId);
|
|
|
|
|
if(%parentItem == %this.tagsIdx)
|
|
|
|
|
{
|
|
|
|
|
//we selected a tag, so deal with that
|
|
|
|
|
AssetBrowser.setTagActive(%this.getItemText(%itemId));
|
|
|
|
|
}
|
|
|
|
|
else if(%parentItem == %this.collectionsIdx)
|
|
|
|
|
{
|
|
|
|
|
//A collection set was selected
|
|
|
|
|
AssetBrowser.setCollectionSetActive(%this.getItemValue(%itemId));
|
|
|
|
|
}
|
|
|
|
|
else if(%parentItem == %this.creatorIdx)
|
|
|
|
|
{
|
2021-01-24 10:33:28 +00:00
|
|
|
%name = %this.getItemText(%itemId);
|
|
|
|
|
AssetBrowser.dirHandler.currentAddress = "Creator/" @ %name;
|
|
|
|
|
AssetBrowser.rebuildAssetArray();
|
|
|
|
|
AssetBrowser.refresh();
|
2020-07-11 21:49:06 +00:00
|
|
|
}
|
2018-01-28 21:30:17 +00:00
|
|
|
else
|
2020-07-11 21:49:06 +00:00
|
|
|
{
|
|
|
|
|
//Make sure we have an actual module selected!
|
|
|
|
|
%parentId = %this.getParentItem(%itemId);
|
2018-01-28 21:30:17 +00:00
|
|
|
|
2020-07-11 21:49:06 +00:00
|
|
|
%name = %this.getItemText(%itemId);
|
2019-11-24 12:52:34 +00:00
|
|
|
|
2020-07-11 21:49:06 +00:00
|
|
|
%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);
|
|
|
|
|
}
|
2019-10-20 07:47:15 +00:00
|
|
|
}
|
|
|
|
|
|
2021-01-24 10:33:28 +00:00
|
|
|
function AssetBrowserFilterTree::hasAsParent(%this, %itemId, %text)
|
|
|
|
|
{
|
|
|
|
|
%parentId = %this.getParentItem(%itemId);
|
|
|
|
|
|
|
|
|
|
while(%parentId != 0)
|
|
|
|
|
{
|
|
|
|
|
%parentText = %this.getItemText(%parentId);
|
|
|
|
|
if(%parentText $= %text)
|
|
|
|
|
return true;
|
|
|
|
|
|
|
|
|
|
%parentId = %this.getParentItem(%parentId);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
2019-10-20 07:47:15 +00:00
|
|
|
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 07:47:28 +00:00
|
|
|
if(!%this.previewArrayDirty)
|
|
|
|
|
{
|
|
|
|
|
%this.previewArrayDirty = true;
|
|
|
|
|
%this.schedule(16, "doRebuildAssetArray");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function AssetBrowser::doRebuildAssetArray(%this)
|
|
|
|
|
{
|
|
|
|
|
if(!%this.previewArrayDirty)
|
|
|
|
|
return;
|
|
|
|
|
|
2019-12-03 06:09:18 +00:00
|
|
|
%breadcrumbPath = AssetBrowser.dirHandler.currentAddress;
|
2019-10-20 07:47:15 +00:00
|
|
|
|
2018-01-28 21:30:17 +00:00
|
|
|
// we have to empty out the list; so when we create new guicontrols, these dont linger
|
2019-10-20 07:47:15 +00:00
|
|
|
AssetBrowser-->assetList.deleteAllObjects();
|
2018-01-28 21:30:17 +00:00
|
|
|
AssetPreviewArray.empty();
|
|
|
|
|
|
2021-08-30 06:50:47 +00:00
|
|
|
if(isObject($AssetBrowser::AssetArray))
|
|
|
|
|
$AssetBrowser::AssetArray.delete();
|
2020-04-15 17:15:12 +00:00
|
|
|
|
2021-08-30 06:50:47 +00:00
|
|
|
$AssetBrowser::AssetArray = new ArrayObject();
|
2019-10-20 07:47:15 +00:00
|
|
|
|
2018-01-28 21:30:17 +00:00
|
|
|
//First, Query for our assets
|
|
|
|
|
%assetQuery = new AssetQuery();
|
|
|
|
|
%numAssetsFound = AssetDatabase.findAllAssets(%assetQuery);
|
2019-11-24 12:52:34 +00:00
|
|
|
|
|
|
|
|
%finalAssetCount = 0;
|
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 07:47:28 +00:00
|
|
|
|
2018-01-28 21:30:17 +00:00
|
|
|
//now, we'll iterate through, and find the assets that are in this module, and this category
|
|
|
|
|
for( %i=0; %i < %numAssetsFound; %i++)
|
|
|
|
|
{
|
|
|
|
|
%assetId = %assetQuery.getAsset(%i);
|
2019-10-20 07:47:15 +00:00
|
|
|
|
|
|
|
|
%assetPath = makeRelativePath(AssetDatabase.getAssetFilePath(%assetId));
|
|
|
|
|
%assetBasePath = filePath(%assetPath);
|
|
|
|
|
|
|
|
|
|
//clean up the path
|
|
|
|
|
%assetBasePath = strreplace(%assetBasePath, "//", "/");
|
|
|
|
|
|
2020-07-11 21:49:06 +00:00
|
|
|
%searchActive = AssetSearchTerms.count() != 0;
|
|
|
|
|
if(%assetBasePath $= %breadcrumbPath || (%searchActive && startsWith(%assetBasePath,%breadcrumbPath)))
|
2019-10-20 07:47:15 +00:00
|
|
|
{
|
|
|
|
|
//first, get the asset's module, as our major categories
|
|
|
|
|
%module = AssetDatabase.getAssetModule(%assetId);
|
|
|
|
|
%moduleName = %module.moduleId;
|
|
|
|
|
|
|
|
|
|
//it's good, so test that the category is right!
|
2018-01-28 21:30:17 +00:00
|
|
|
%assetType = AssetDatabase.getAssetCategory(%assetId);
|
|
|
|
|
if(%assetType $= "")
|
|
|
|
|
{
|
|
|
|
|
%assetType = AssetDatabase.getAssetType(%assetId);
|
|
|
|
|
}
|
|
|
|
|
|
2020-07-11 21:49:06 +00:00
|
|
|
/*%validType = false;
|
2019-11-24 12:52:34 +00:00
|
|
|
|
|
|
|
|
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;
|
2020-07-11 21:49:06 +00:00
|
|
|
}*/
|
2019-11-06 06:23:07 +00:00
|
|
|
|
2020-07-11 21:49:06 +00:00
|
|
|
//stop adding after previewsPerPage is hit
|
|
|
|
|
%assetName = AssetDatabase.getAssetName(%assetId);
|
|
|
|
|
|
|
|
|
|
if(%searchActive)
|
|
|
|
|
{
|
|
|
|
|
if(matchesSearch(%assetName, %assetType))
|
|
|
|
|
{
|
2021-08-30 06:50:47 +00:00
|
|
|
$AssetBrowser::AssetArray.add( %moduleName, %assetId);
|
2020-07-11 21:49:06 +00:00
|
|
|
|
|
|
|
|
if(%assetType !$= "Folder")
|
|
|
|
|
%finalAssetCount++;
|
|
|
|
|
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
2020-08-09 06:32:27 +00:00
|
|
|
if(AssetBrowser.assetTypeFilter !$= "")
|
|
|
|
|
{
|
|
|
|
|
if(AssetBrowser.assetTypeFilter $= %assetType)
|
|
|
|
|
{
|
2021-08-30 06:50:47 +00:00
|
|
|
$AssetBrowser::AssetArray.add( %moduleName, %assetId );
|
2020-08-09 06:32:27 +00:00
|
|
|
|
|
|
|
|
if(%assetType !$= "Folder")
|
|
|
|
|
%finalAssetCount++;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
//got it.
|
2021-08-30 06:50:47 +00:00
|
|
|
$AssetBrowser::AssetArray.add( %moduleName, %assetId );
|
2020-08-09 06:32:27 +00:00
|
|
|
|
|
|
|
|
if(%assetType !$= "Folder")
|
|
|
|
|
%finalAssetCount++;
|
|
|
|
|
}
|
2020-07-11 21:49:06 +00:00
|
|
|
}
|
|
|
|
|
}
|
2018-01-28 21:30:17 +00:00
|
|
|
}
|
2019-10-20 07:47:15 +00:00
|
|
|
|
|
|
|
|
//Add folders
|
|
|
|
|
if(EditorSettings.value("Assets/Browser/showFolders", true) == true)
|
2018-01-28 21:30:17 +00:00
|
|
|
{
|
2019-10-20 07:47:15 +00:00
|
|
|
%folders = getDirectoryList(%breadcrumbPath);
|
|
|
|
|
for(%f=0; %f < getFieldCount(%folders); %f++)
|
2018-01-28 21:30:17 +00:00
|
|
|
{
|
2019-10-20 07:47:15 +00:00
|
|
|
%folderName = getField(%folders, %f);
|
2018-01-28 21:30:17 +00:00
|
|
|
|
2020-07-11 21:49:06 +00:00
|
|
|
%searchActive = AssetSearchTerms.count() != 0;
|
|
|
|
|
if(%searchActive)
|
2018-01-28 21:30:17 +00:00
|
|
|
{
|
2020-07-11 21:49:06 +00:00
|
|
|
if(matchesSearch(%folderName, "Folder", ""))
|
|
|
|
|
{
|
2021-08-30 06:50:47 +00:00
|
|
|
$AssetBrowser::AssetArray.add( %breadcrumbPath, "Folder" TAB %folderName );
|
2020-07-11 21:49:06 +00:00
|
|
|
continue;
|
|
|
|
|
}
|
2018-01-28 21:30:17 +00:00
|
|
|
}
|
2019-10-20 07:47:15 +00:00
|
|
|
else
|
2018-01-28 21:30:17 +00:00
|
|
|
{
|
2019-10-20 07:47:15 +00:00
|
|
|
//got it.
|
2020-08-08 18:01:50 +00:00
|
|
|
if(%folderName $= "shaderCache" || %folderName $= "cache" || %folderName $= ".git")
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
if(!%this.coreModulesFilter && %folderName $= "core" && %breadcrumbPath $= "")
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
if(!%this.toolsModulesFilter && %folderName $= "tools" && %breadcrumbPath $= "")
|
|
|
|
|
continue;
|
|
|
|
|
|
2021-08-30 06:50:47 +00:00
|
|
|
$AssetBrowser::AssetArray.add( %breadcrumbPath, "Folder" TAB %folderName );
|
2018-01-28 21:30:17 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
2019-10-20 07:47:15 +00:00
|
|
|
|
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 07:47:28 +00:00
|
|
|
//Add Non-Asset Scripted Objects. Datablock, etc based
|
2021-01-24 10:40:19 +00:00
|
|
|
if(AssetBrowser.assetTypeFilter $= "" && %breadcrumbPath !$= "" && !startsWith(%breadcrumbPath, "Creator/"))
|
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
|
|
|
{
|
2020-08-12 18:11:13 +00:00
|
|
|
%category = getWord( %breadcrumbPath, 1 );
|
|
|
|
|
%dataGroup = "DataBlockGroup";
|
2020-04-15 17:15:12 +00:00
|
|
|
|
2020-08-12 18:11:13 +00:00
|
|
|
for ( %i = 0; %i < %dataGroup.getCount(); %i++ )
|
2020-07-11 21:49:06 +00:00
|
|
|
{
|
2020-08-12 18:11:13 +00:00
|
|
|
%obj = %dataGroup.getObject(%i);
|
|
|
|
|
// echo ("Obj: " @ %obj.getName() @ " - " @ %obj.category );
|
|
|
|
|
|
|
|
|
|
//if ( %obj.category $= "" && %obj.category == 0 )
|
|
|
|
|
// continue;
|
|
|
|
|
|
|
|
|
|
%dbFilename = %obj.getFileName();
|
|
|
|
|
%dbFilePath = filePath(%dbFilename);
|
|
|
|
|
|
|
|
|
|
%searchActive = AssetSearchTerms.count() != 0;
|
|
|
|
|
if(%searchActive)
|
2020-07-11 21:49:06 +00:00
|
|
|
{
|
2020-08-12 18:11:13 +00:00
|
|
|
if(startsWith(%dbFilePath, %breadcrumbPath))
|
2020-07-11 21:49:06 +00:00
|
|
|
{
|
2020-08-12 18:11:13 +00:00
|
|
|
%dbName = %obj.getName();
|
|
|
|
|
if(matchesSearch(%dbName, "Datablock"))
|
|
|
|
|
{
|
2021-08-30 06:50:47 +00:00
|
|
|
$AssetBrowser::AssetArray.add( %dbFilename, "Datablock" TAB %dbName );
|
2020-08-12 18:11:13 +00:00
|
|
|
}
|
|
|
|
|
}
|
2020-07-11 21:49:06 +00:00
|
|
|
}
|
2020-08-12 18:11:13 +00:00
|
|
|
else if(%dbFilePath $= %breadcrumbPath)
|
2020-04-15 17:15:12 +00:00
|
|
|
{
|
2020-08-12 18:11:13 +00:00
|
|
|
%dbName = %obj.getName();
|
2021-08-30 06:50:47 +00:00
|
|
|
$AssetBrowser::AssetArray.add( %dbFilename, "Datablock" TAB %dbName );
|
2020-08-12 18:11:13 +00:00
|
|
|
|
|
|
|
|
/*%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 );
|
|
|
|
|
}*/
|
|
|
|
|
}
|
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
|
|
|
}
|
|
|
|
|
|
2020-07-11 21:49:06 +00:00
|
|
|
|
2020-08-12 18:11:13 +00:00
|
|
|
%this.getLooseFilesInDir();
|
2020-07-11 21:49:06 +00:00
|
|
|
|
2020-08-12 18:11:13 +00:00
|
|
|
%looseFiles = ABLooseFileArray.count();
|
|
|
|
|
for( %i=0; %i < %looseFiles; %i++)
|
2020-07-11 21:49:06 +00:00
|
|
|
{
|
2020-08-12 18:11:13 +00:00
|
|
|
%looseFileFullPath = ABLooseFileArray.getKey(%i);
|
|
|
|
|
%looseFilePath = filePath(%looseFileFullPath);
|
|
|
|
|
%looseFileName = fileName(%looseFileFullPath);
|
2021-01-02 07:58:15 +00:00
|
|
|
%looseFileExt = fileExt(%looseFileFullPath);
|
2020-08-12 18:11:13 +00:00
|
|
|
|
2021-08-30 06:50:47 +00:00
|
|
|
$AssetBrowser::AssetArray.add( %looseFilePath, "LooseFile" TAB %looseFileName );
|
2020-08-12 18:11:13 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//Prefabs
|
|
|
|
|
%expr = "*.prefab";
|
|
|
|
|
%fullPrefabPath = findFirstFile( %breadcrumbPath @ "/" @ %expr );
|
|
|
|
|
|
|
|
|
|
while ( %fullPrefabPath !$= "" )
|
|
|
|
|
{
|
|
|
|
|
%prefabPath = filePath(%fullPrefabPath);
|
|
|
|
|
%prefabName = fileName(%fullPrefabPath);
|
|
|
|
|
|
|
|
|
|
%searchActive = AssetSearchTerms.count() != 0;
|
|
|
|
|
if(%searchActive)
|
2020-07-11 21:49:06 +00:00
|
|
|
{
|
2020-08-12 18:11:13 +00:00
|
|
|
if(startsWith(%prefabPath, %breadcrumbPath))
|
2020-07-11 21:49:06 +00:00
|
|
|
{
|
2020-08-12 18:11:13 +00:00
|
|
|
if(matchesSearch(%prefabName, "Prefab"))
|
|
|
|
|
{
|
2021-08-30 06:50:47 +00:00
|
|
|
$AssetBrowser::AssetArray.add( %prefabPath, "Prefab" TAB %prefabName );
|
2020-08-12 18:11:13 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else if(%prefabPath $= %breadcrumbPath)
|
|
|
|
|
{
|
2021-08-30 06:50:47 +00:00
|
|
|
$AssetBrowser::AssetArray.add( %prefabPath, "Prefab" TAB %prefabName );
|
2020-07-11 21:49:06 +00:00
|
|
|
}
|
|
|
|
|
|
2020-08-12 18:11:13 +00:00
|
|
|
%fullPrefabPath = findNextFile( %breadcrumbPath @ "/" @ %expr );
|
|
|
|
|
}
|
2021-01-02 07:58:15 +00:00
|
|
|
|
|
|
|
|
//C++ files
|
|
|
|
|
%cppPattern = %breadcrumbPath @ "/" @ "*.cpp";
|
|
|
|
|
for (%fullCppPath = findFirstFile(%cppPattern); %fullCppPath !$= ""; %fullCppPath = findNextFile(%cppPattern))
|
|
|
|
|
{
|
|
|
|
|
%cppPath = filePath(%fullCppPath);
|
|
|
|
|
%cppName = fileName(%fullCppPath);
|
|
|
|
|
|
|
|
|
|
%searchActive = AssetSearchTerms.count() != 0;
|
|
|
|
|
if(%searchActive)
|
|
|
|
|
{
|
|
|
|
|
if(startsWith(%cppPath, %breadcrumbPath))
|
|
|
|
|
{
|
|
|
|
|
if(matchesSearch(%cppName, "Cpp"))
|
|
|
|
|
{
|
2021-08-30 06:50:47 +00:00
|
|
|
$AssetBrowser::AssetArray.add( %cppPath, "Cpp" TAB %cppName );
|
2021-01-02 07:58:15 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else if(%cppPath $= %breadcrumbPath)
|
|
|
|
|
{
|
2021-08-30 06:50:47 +00:00
|
|
|
$AssetBrowser::AssetArray.add( %cppPath, "Cpp" TAB %cppName );
|
2021-01-02 07:58:15 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//C++ Header files
|
|
|
|
|
%cppPattern = %breadcrumbPath @ "/" @ "*.h";
|
|
|
|
|
for (%fullCppPath = findFirstFile(%cppPattern); %fullCppPath !$= ""; %fullCppPath = findNextFile(%cppPattern))
|
|
|
|
|
{
|
|
|
|
|
%cppPath = filePath(%fullCppPath);
|
|
|
|
|
%cppName = fileName(%fullCppPath);
|
|
|
|
|
|
|
|
|
|
%searchActive = AssetSearchTerms.count() != 0;
|
|
|
|
|
if(%searchActive)
|
|
|
|
|
{
|
|
|
|
|
if(startsWith(%cppPath, %breadcrumbPath))
|
|
|
|
|
{
|
|
|
|
|
if(matchesSearch(%cppName, "Cpp"))
|
|
|
|
|
{
|
2021-08-30 06:50:47 +00:00
|
|
|
$AssetBrowser::AssetArray.add( %cppPath, "Cpp" TAB %cppName );
|
2021-01-02 07:58:15 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else if(%cppPath $= %breadcrumbPath)
|
|
|
|
|
{
|
2021-08-30 06:50:47 +00:00
|
|
|
$AssetBrowser::AssetArray.add( %cppPath, "Cpp" TAB %cppName );
|
2021-01-02 07:58:15 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//script files
|
|
|
|
|
%tscriptPattern = %breadcrumbPath @ "/" @ "*.tscript";
|
|
|
|
|
for (%fullScriptPath = findFirstFile(%tscriptPattern); %fullScriptPath !$= ""; %fullScriptPath = findNextFile(%tscriptPattern))
|
|
|
|
|
{
|
2021-02-21 08:16:34 +00:00
|
|
|
//If it's associated to an asset, we'll want to do extra checks
|
|
|
|
|
%assetQuery = new AssetQuery();
|
|
|
|
|
%foundAssets = AssetDatabase.findAssetLooseFile(%assetQuery, %fullScriptPath);
|
|
|
|
|
|
|
|
|
|
if(%foundAssets != 0)
|
|
|
|
|
{
|
|
|
|
|
%doSkip = false;
|
|
|
|
|
%count = %assetQuery.getCount();
|
|
|
|
|
for(%i=0; %i < %count; %i++)
|
|
|
|
|
{
|
|
|
|
|
%assetId = %assetQuery.getAsset(%i);
|
|
|
|
|
%foundAssetType = AssetDatabase.getAssetType(%assetId);
|
|
|
|
|
|
|
|
|
|
if(%foundAssetType !$= "ScriptAsset" && %foundAssetType !$= "GUIAsset")
|
|
|
|
|
{
|
|
|
|
|
%doSkip = true;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(%doSkip)
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
2021-01-02 07:58:15 +00:00
|
|
|
%tscriptPath = filePath(%fullScriptPath);
|
|
|
|
|
%tscriptName = fileName(%fullScriptPath);
|
|
|
|
|
|
|
|
|
|
%searchActive = AssetSearchTerms.count() != 0;
|
|
|
|
|
if(%searchActive)
|
|
|
|
|
{
|
|
|
|
|
if(startsWith(%tscriptPath, %breadcrumbPath))
|
|
|
|
|
{
|
|
|
|
|
if(matchesSearch(%tscriptName, "tscript"))
|
|
|
|
|
{
|
2021-08-30 06:50:47 +00:00
|
|
|
$AssetBrowser::AssetArray.add( %tscriptPath, "tscript" TAB %tscriptName );
|
2021-01-02 07:58:15 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else if(%tscriptPath $= %breadcrumbPath)
|
|
|
|
|
{
|
2021-08-30 06:50:47 +00:00
|
|
|
$AssetBrowser::AssetArray.add( %tscriptPath, "tscript" TAB %tscriptName );
|
2021-01-02 07:58:15 +00:00
|
|
|
}
|
|
|
|
|
}
|
2020-07-11 21:49:06 +00:00
|
|
|
}
|
2019-10-20 07:47:15 +00:00
|
|
|
|
2021-01-24 10:33:28 +00:00
|
|
|
//If we've selected into the Creator section, we have special handling for that
|
|
|
|
|
if(startsWith(%breadcrumbPath, "Creator"))
|
|
|
|
|
{
|
|
|
|
|
//One of the creator folders was selected
|
|
|
|
|
%creatorGroup = AssetBrowserFilterTree.getItemText(AssetBrowserFilterTree.getSelectedItem(0));
|
|
|
|
|
|
|
|
|
|
for ( %i = 0; %i < AssetBrowser.creatorClassArray.count(); %i++ )
|
|
|
|
|
{
|
|
|
|
|
%group = AssetBrowser.creatorClassArray.getKey( %i );
|
|
|
|
|
|
|
|
|
|
if ( %group $= %creatorGroup )
|
|
|
|
|
{
|
|
|
|
|
%creatorObj = AssetBrowser.creatorClassArray.getValue( %i );
|
|
|
|
|
%class = %creatorObj.val[0];
|
|
|
|
|
%name = %creatorObj.val[1];
|
|
|
|
|
%func = %creatorObj.val[2];
|
|
|
|
|
|
2021-08-30 06:50:47 +00:00
|
|
|
$AssetBrowser::AssetArray.add( %name, "Creator" TAB %creatorObj );
|
2021-01-24 10:33:28 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2021-08-30 06:50:47 +00:00
|
|
|
for(%i=0; %i < $AssetBrowser::AssetArray.count(); %i++)
|
|
|
|
|
AssetBrowser.buildAssetPreview( $AssetBrowser::AssetArray.getValue(%i), $AssetBrowser::AssetArray.getKey(%i) );
|
2019-10-20 07:47:15 +00:00
|
|
|
|
2019-11-24 12:52:34 +00:00
|
|
|
AssetBrowser_FooterText.text = %finalAssetCount @ " Assets";
|
|
|
|
|
|
|
|
|
|
%activeTypeFilterList = "";
|
|
|
|
|
if(AssetBrowser.assetTypeFilter $= "")
|
|
|
|
|
{
|
|
|
|
|
if(!AssetTypeListPopup.isItemChecked(0))
|
|
|
|
|
{
|
|
|
|
|
for(%f=1; %f < AssetFilterTypeList.Count(); %f++)
|
|
|
|
|
{
|
|
|
|
|
%isChecked = AssetTypeListPopup.isItemChecked(%f+1);
|
|
|
|
|
|
|
|
|
|
if(%isChecked)
|
|
|
|
|
{
|
|
|
|
|
%filterTypeName = AssetFilterTypeList.getKey(%f);
|
|
|
|
|
|
|
|
|
|
if(%activeTypeFilterList $= "")
|
|
|
|
|
%activeTypeFilterList = %filterTypeName;
|
|
|
|
|
else
|
|
|
|
|
%activeTypeFilterList = %activeTypeFilterList @ ", " @ %filterTypeName;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
%activeTypeFilterList = AssetBrowser.assetTypeFilter;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(%activeTypeFilterList !$= "")
|
|
|
|
|
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 07:47:28 +00:00
|
|
|
|
|
|
|
|
%this.previewArrayDirty = false;
|
2018-01-28 21:30:17 +00:00
|
|
|
}
|
|
|
|
|
|
2020-07-11 21:49:06 +00:00
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
// Search
|
|
|
|
|
function AssetBrowser::updateSearchTextFromFilter(%this)
|
|
|
|
|
{
|
|
|
|
|
AssetSearchTerms.sortk();
|
|
|
|
|
|
|
|
|
|
//Update the displayed search text!
|
|
|
|
|
%newSearchPhrase = "";
|
|
|
|
|
%currentAction = "";
|
|
|
|
|
%actionCount = 0;
|
|
|
|
|
for(%i=0; %i < AssetSearchTerms.count(); %i++)
|
|
|
|
|
{
|
|
|
|
|
%action = AssetSearchTerms.getKey(%i);
|
|
|
|
|
%word = AssetSearchTerms.getValue(%i);
|
|
|
|
|
|
|
|
|
|
if(%action !$= %currentAction)
|
|
|
|
|
{
|
|
|
|
|
if(%actionCount != 0)
|
|
|
|
|
{
|
|
|
|
|
if(%action !$= "")
|
|
|
|
|
%newSearchPhrase = %newSearchPhrase @ ";" @ %action @ ":" @ %word;
|
|
|
|
|
else
|
|
|
|
|
%newSearchPhrase = %newSearchPhrase @ ";" @ %word;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
if(%action !$= "")
|
|
|
|
|
%newSearchPhrase = %action @ ":" @ %word;
|
|
|
|
|
else
|
|
|
|
|
%newSearchPhrase = %word;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
%actionCount++;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
%newSearchPhrase = %newSearchPhrase @ "," @ %word;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
%currentAction = %action;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
AssetBrowserSearchFilter.setText(%newSearchPhrase);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function AssetBrowser::processSearchFilter(%this)
|
|
|
|
|
{
|
|
|
|
|
AssetSearchTerms.empty();
|
|
|
|
|
|
|
|
|
|
%searchText = AssetBrowserSearchFilter.getText();
|
|
|
|
|
|
|
|
|
|
%termCount = getTokenCount(%searchText, ";");
|
|
|
|
|
for(%s=0; %s < %termCount; %s++)
|
|
|
|
|
{
|
|
|
|
|
%term = getToken(%searchText, ";", %s);
|
|
|
|
|
|
|
|
|
|
%phraseCount = getTokenCount(%term, ":");
|
|
|
|
|
|
|
|
|
|
if(%phraseCount == 2)
|
|
|
|
|
{
|
|
|
|
|
//action/words split
|
|
|
|
|
%action = getToken(%term, ":", 0);
|
|
|
|
|
%words = getToken(%term, ":", 1);
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
%action = "";
|
|
|
|
|
%words = getToken(%term, ":", 0);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
%wordCount = getTokenCount(%words, ",");
|
|
|
|
|
for(%w=0; %w < %wordCount; %w++)
|
|
|
|
|
{
|
|
|
|
|
%word = getToken(%words, ",", %w);
|
|
|
|
|
AssetSearchTerms.add(%action, %word);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//Takes an item and compares it against the parsed search language
|
|
|
|
|
//This is written to be inclusive, rather than exclusive
|
|
|
|
|
function matchesSearch(%assetName, %assetType)
|
|
|
|
|
{
|
|
|
|
|
if(AssetSearchTerms.count() == 0)
|
|
|
|
|
return true;
|
|
|
|
|
|
|
|
|
|
%matchTags = false;
|
|
|
|
|
%matchType = false;
|
|
|
|
|
%matchName = false;
|
|
|
|
|
|
|
|
|
|
%needsTag = false;
|
|
|
|
|
%needsType = false;
|
|
|
|
|
%needsName = false;
|
|
|
|
|
for(%i=0; %i < AssetSearchTerms.count(); %i++)
|
|
|
|
|
{
|
|
|
|
|
%action = AssetSearchTerms.getKey(%i);
|
|
|
|
|
%word = AssetSearchTerms.getValue(%i);
|
|
|
|
|
|
|
|
|
|
if(%action $= "tag" && %matchTags == false)
|
|
|
|
|
{
|
|
|
|
|
%needsTag = true;
|
|
|
|
|
if(%assetType $= "Datablock")
|
|
|
|
|
{
|
|
|
|
|
if(%assetName.category $= %word)
|
|
|
|
|
%matchTags = true;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
if(%assetName.tags !$= %word)
|
|
|
|
|
%matchTags = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else if(%action $= "type" && %matchType == false)
|
|
|
|
|
{
|
|
|
|
|
%needsType = true;
|
|
|
|
|
if(%assetType $= %word)
|
|
|
|
|
%matchType = true;
|
|
|
|
|
}
|
|
|
|
|
else if(%action $= "" && %matchName == false)
|
|
|
|
|
{
|
|
|
|
|
%needsName = true;
|
|
|
|
|
if(strstr(strlwr(%assetName), strlwr(%word)) != -1)
|
|
|
|
|
%matchName = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(((%needsTag && %matchTags) || !%needsTag) &&
|
|
|
|
|
((%needsType && %matchType) || !%needsType) &&
|
|
|
|
|
((%needsName && %matchName) || !%needsName))
|
|
|
|
|
return true;
|
|
|
|
|
else
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
2018-01-28 21:30:17 +00:00
|
|
|
//
|
|
|
|
|
//
|
2019-10-20 07:47:15 +00:00
|
|
|
// Search Filters
|
|
|
|
|
function AssetBrowserSearchFilterTxt::onWake( %this )
|
2018-01-28 21:30:17 +00:00
|
|
|
{
|
|
|
|
|
/*%filter = %this.treeView.getFilterText();
|
|
|
|
|
if( %filter $= "" )
|
|
|
|
|
%this.setText( "\c2Filter..." );
|
|
|
|
|
else
|
|
|
|
|
%this.setText( %filter );*/
|
|
|
|
|
}
|
|
|
|
|
|
2019-10-20 07:47:15 +00:00
|
|
|
function AssetBrowserSearchFilterTxt::onGainFirstResponder( %this )
|
2018-01-28 21:30:17 +00:00
|
|
|
{
|
|
|
|
|
%this.selectAllText();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// When Enter is pressed in the filter text control, pass along the text of the control
|
|
|
|
|
// as the treeview's filter.
|
2019-10-20 07:47:15 +00:00
|
|
|
function AssetBrowserFolderSearchFilter::onReturn( %this )
|
2018-01-28 21:30:17 +00:00
|
|
|
{
|
|
|
|
|
%text = %this.getText();
|
|
|
|
|
if( %text $= "" )
|
|
|
|
|
%this.reset();
|
2019-10-20 07:47:15 +00:00
|
|
|
|
2019-12-03 06:09:18 +00:00
|
|
|
AssetBrowser.refresh();
|
2018-01-28 21:30:17 +00:00
|
|
|
}
|
|
|
|
|
|
2020-07-11 21:49:06 +00:00
|
|
|
function AssetBrowserFolderSearchFilter::onEdited(%this)
|
|
|
|
|
{
|
|
|
|
|
if(AssetBrowserFolderSearchFilter.getText() $= "")
|
|
|
|
|
{
|
|
|
|
|
AssetBrowser-->folderSearchBtn.setBitmap("tools/gui/images/stencilIcons/zoom.png");
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
AssetBrowser-->folderSearchBtn.setBitmap("tools/gui/images/stencilIcons/cross.png");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function AssetBrowserSearchFilter::onEdited(%this)
|
|
|
|
|
{
|
|
|
|
|
AssetBrowserSearchFilter.updateButton();
|
|
|
|
|
}
|
|
|
|
|
|
2019-10-20 07:47:15 +00:00
|
|
|
function AssetBrowserSearchFilter::onReturn( %this )
|
|
|
|
|
{
|
|
|
|
|
%text = %this.getText();
|
|
|
|
|
if( %text $= "" )
|
|
|
|
|
%this.reset();
|
2020-07-11 21:49:06 +00:00
|
|
|
|
|
|
|
|
AssetBrowserSearchFilter.updateButton();
|
|
|
|
|
|
|
|
|
|
AssetBrowser.processSearchFilter();
|
2019-10-20 07:47:15 +00:00
|
|
|
|
|
|
|
|
AssetBrowser.rebuildAssetArray();
|
|
|
|
|
}
|
2018-01-28 21:30:17 +00:00
|
|
|
|
2020-07-11 21:49:06 +00:00
|
|
|
function AssetBrowserSearchFilter::updateButton(%this)
|
|
|
|
|
{
|
|
|
|
|
if(%this.getText() $= "")
|
|
|
|
|
{
|
|
|
|
|
AssetBrowser-->assetSearchBtn.setBitmap("tools/gui/images/stencilIcons/zoom.png");
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
AssetBrowser-->assetSearchBtn.setBitmap("tools/gui/images/stencilIcons/cross.png");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2019-10-20 07:47:15 +00:00
|
|
|
function AssetBrowserFolderSearchFilter::reset( %this )
|
2018-01-28 21:30:17 +00:00
|
|
|
{
|
2020-07-11 21:49:06 +00:00
|
|
|
%this.setText( "" );
|
|
|
|
|
AssetBrowser-->folderSearchBtn.setBitmap("tools/gui/images/stencilIcons/zoom.png");
|
|
|
|
|
//AssetBrowser.refresh();
|
2018-01-28 21:30:17 +00:00
|
|
|
}
|
|
|
|
|
|
2019-10-20 07:47:15 +00:00
|
|
|
function AssetBrowserSearchFilter::reset( %this )
|
|
|
|
|
{
|
2020-07-11 21:49:06 +00:00
|
|
|
%this.setText( "" );
|
|
|
|
|
AssetBrowser-->assetSearchBtn.setBitmap("tools/gui/images/stencilIcons/zoom.png");
|
|
|
|
|
//AssetBrowser.rebuildAssetArray();
|
2019-10-20 07:47:15 +00:00
|
|
|
}
|
2018-01-28 21:30:17 +00:00
|
|
|
|
2020-07-11 21:49:06 +00:00
|
|
|
function AssetBrowserFolderSearchBtn::onClick( %this )
|
2018-01-28 21:30:17 +00:00
|
|
|
{
|
2019-10-20 07:47:15 +00:00
|
|
|
AssetBrowserFolderSearchFilter.reset();
|
2020-07-11 21:49:06 +00:00
|
|
|
AssetBrowser.refresh();
|
2019-10-20 07:47:15 +00:00
|
|
|
}
|
|
|
|
|
|
2020-07-11 21:49:06 +00:00
|
|
|
function AssetBrowserAssetSearchBtn::onClick( %this )
|
2019-10-20 07:47:15 +00:00
|
|
|
{
|
|
|
|
|
AssetBrowserSearchFilter.reset();
|
2020-07-11 21:49:06 +00:00
|
|
|
AssetBrowser.processSearchFilter();
|
|
|
|
|
|
|
|
|
|
AssetBrowser.rebuildAssetArray();
|
2019-10-20 07:47:15 +00:00
|
|
|
}
|
2019-12-03 06:09:18 +00:00
|
|
|
|
2019-10-20 07:47:15 +00:00
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
// Navigation
|
|
|
|
|
function AssetBrowser::navigateTo(%this, %address, %historyNav)
|
|
|
|
|
{
|
2020-08-08 18:01:50 +00:00
|
|
|
//Sanitize
|
|
|
|
|
if(startsWith(%address, "/"))
|
|
|
|
|
%address = strreplace(%address, "/", "");
|
|
|
|
|
|
2019-10-20 07:47:15 +00:00
|
|
|
//Don't bother navigating if it's to the place we already are
|
2020-09-02 06:26:43 +00:00
|
|
|
if(%this.dirHandler.currentAddress !$= %address)
|
2019-12-03 06:09:18 +00:00
|
|
|
{
|
2020-09-02 06:26:43 +00:00
|
|
|
%this.dirHandler.navigateTo(%address, %historyNav);
|
2019-12-03 06:09:18 +00:00
|
|
|
|
2020-07-11 21:49:06 +00:00
|
|
|
//%this.updateNavigationBreadcrumb(%address);
|
|
|
|
|
|
2020-09-02 06:26:43 +00:00
|
|
|
%this.lastValidNavPath = %address;
|
|
|
|
|
%this-->navPath.setText(%address);
|
2019-12-03 06:09:18 +00:00
|
|
|
|
2020-09-02 06:26:43 +00:00
|
|
|
%module = %this.dirHandler.getModuleFromAddress(%address);
|
2019-12-03 06:09:18 +00:00
|
|
|
if(%module !$= "")
|
|
|
|
|
{
|
|
|
|
|
//legit module, so set it as current target
|
2020-09-02 06:26:43 +00:00
|
|
|
%this.SelectedModule = %module.moduleId;
|
2019-12-03 06:09:18 +00:00
|
|
|
}
|
2020-07-11 21:49:06 +00:00
|
|
|
|
|
|
|
|
if(%this.hasLooseFilesInDir())
|
|
|
|
|
{
|
Misc Quality of Life and Bug fixes
Added handling for if preview images on image assets fails to generate, will fallback to using the full image
Added handling for double clicking or drag-n-dropping terrain assets to create them
Improved handling of field labels in variable inspector by making the stringtable be case sensitive.
Added editor settings for handling of asset double click behavior. Can now select between Edit Asset and Spawn Asset. Support is asset type dependent.
Added editor setting for auto-importing loose files when navigating to a folder. If on and the user has flagged to also enable auto-import generally, will auto import all unaffiliated loose files in as assets.
Added editor setting for default module to use when creating new assets. Updated various tooling logic so when creating a new material, if this and the 'Always Prompt Module Target' setting is off, it will fill in the target module and target asset path info based on the default module.
Fixed issue with editors that use managedData scripts where if the path didn't exist, the script file wouldn't be made.
Fixed display issue in terrain editor where if you clear the detail map, the normal/macro/orm maps would disable, but not also clear.
Fixed handling of cleared maps in terrain editor so it no longer fills empty maps in with the no image image.
Fixed handling of creating new material where it would fill in the diffuse with a no texture image as the default.
Fixed issue where canceling out of creating a module would still prompt to create the common default folders.
Fixed issue where the Select Module window couldn't be closed via the cancel or x buttons.
Based on feedback, reduced default size of the Text Pad window.
Fixed issue where the Drop At menu list wouldn't correctly display which item was marked after it was changed.
Fixed spawning shape asset handling so it uses whatever the editor's Drop At setting is.
Improved themeing of regular bitmap buttons in the editor.
Based on feedback, flipped layout of Target Module and Target Path in the Create New Asset window.
Improved handling of setting up the Target Path for when creating new assets. If a path is not set, and the user has a Default Module, it will default the path to that module.
2021-08-28 23:51:27 +00:00
|
|
|
if(EditorSettings.value("Assets/AutoImportLooseFiles", false) && EditorSettings.value("Assets/AutoImport", false))
|
|
|
|
|
{
|
|
|
|
|
AssetBrowser.autoImportSimpleLooseFiles();
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
2020-07-11 21:49:06 +00:00
|
|
|
%this-->AutoImportAssetButton.visible = true;
|
Misc Quality of Life and Bug fixes
Added handling for if preview images on image assets fails to generate, will fallback to using the full image
Added handling for double clicking or drag-n-dropping terrain assets to create them
Improved handling of field labels in variable inspector by making the stringtable be case sensitive.
Added editor settings for handling of asset double click behavior. Can now select between Edit Asset and Spawn Asset. Support is asset type dependent.
Added editor setting for auto-importing loose files when navigating to a folder. If on and the user has flagged to also enable auto-import generally, will auto import all unaffiliated loose files in as assets.
Added editor setting for default module to use when creating new assets. Updated various tooling logic so when creating a new material, if this and the 'Always Prompt Module Target' setting is off, it will fill in the target module and target asset path info based on the default module.
Fixed issue with editors that use managedData scripts where if the path didn't exist, the script file wouldn't be made.
Fixed display issue in terrain editor where if you clear the detail map, the normal/macro/orm maps would disable, but not also clear.
Fixed handling of cleared maps in terrain editor so it no longer fills empty maps in with the no image image.
Fixed handling of creating new material where it would fill in the diffuse with a no texture image as the default.
Fixed issue where canceling out of creating a module would still prompt to create the common default folders.
Fixed issue where the Select Module window couldn't be closed via the cancel or x buttons.
Based on feedback, reduced default size of the Text Pad window.
Fixed issue where the Drop At menu list wouldn't correctly display which item was marked after it was changed.
Fixed spawning shape asset handling so it uses whatever the editor's Drop At setting is.
Improved themeing of regular bitmap buttons in the editor.
Based on feedback, flipped layout of Target Module and Target Path in the Create New Asset window.
Improved handling of setting up the Target Path for when creating new assets. If a path is not set, and the user has a Default Module, it will default the path to that module.
2021-08-28 23:51:27 +00:00
|
|
|
}
|
2020-07-11 21:49:06 +00:00
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
%this-->AutoImportAssetButton.visible = false;
|
|
|
|
|
}
|
2019-12-03 06:09:18 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
%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 07:47:28 +00:00
|
|
|
%this.refresh();
|
2019-12-03 06:09:18 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function AssetBrowser::navigateHistoryForward(%this)
|
|
|
|
|
{
|
|
|
|
|
%this.dirHandler.navigateHistoryForward();
|
|
|
|
|
|
|
|
|
|
%this.updateNavigationBreadcrumb();
|
|
|
|
|
|
2020-09-02 06:26:43 +00:00
|
|
|
%address = %this.dirHandler.currentAddress;
|
|
|
|
|
|
2019-12-03 06:09:18 +00:00
|
|
|
%module = AssetBrowser.dirHandler.getModuleFromAddress(%address);
|
|
|
|
|
if(%module !$= "")
|
|
|
|
|
{
|
|
|
|
|
//legit module, so set it as current target
|
2020-09-02 06:26:43 +00:00
|
|
|
%this.SelectedModule = %module.moduleId;
|
2019-12-03 06:09:18 +00:00
|
|
|
}
|
|
|
|
|
|
2020-09-02 06:26:43 +00:00
|
|
|
%this.lastValidNavPath = %address;
|
|
|
|
|
%this-->navPath.setText(%address);
|
|
|
|
|
|
2019-12-03 06:09:18 +00:00
|
|
|
%this.rebuildAssetArray();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function AssetBrowser::navigateHistoryBack(%this)
|
|
|
|
|
{
|
|
|
|
|
%this.dirHandler.navigateHistoryBack();
|
2019-10-20 07:47:15 +00:00
|
|
|
|
2019-12-03 06:09:18 +00:00
|
|
|
%this.updateNavigationBreadcrumb();
|
|
|
|
|
|
2020-09-02 06:26:43 +00:00
|
|
|
%address = %this.dirHandler.currentAddress;
|
|
|
|
|
|
|
|
|
|
%module = %this.dirHandler.getModuleFromAddress(%address);
|
2019-12-03 06:09:18 +00:00
|
|
|
if(%module !$= "")
|
|
|
|
|
{
|
|
|
|
|
//legit module, so set it as current target
|
2020-09-02 06:26:43 +00:00
|
|
|
%this.SelectedModule = %module.moduleId;
|
2019-12-03 06:09:18 +00:00
|
|
|
}
|
|
|
|
|
|
2020-09-02 06:26:43 +00:00
|
|
|
%this.lastValidNavPath = %address;
|
|
|
|
|
%this-->navPath.setText(%address);
|
|
|
|
|
|
2019-12-03 06:09:18 +00:00
|
|
|
%this.rebuildAssetArray();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function AssetBrowser::updateNavigationBreadcrumb(%this, %address)
|
|
|
|
|
{
|
2019-10-20 07:47:15 +00:00
|
|
|
//clear the breadcrumb bar
|
|
|
|
|
AssetBrowser_BreadcrumbBar.clear();
|
|
|
|
|
|
|
|
|
|
//break down the address
|
|
|
|
|
%folderCount = getTokenCount(%address, "/");
|
|
|
|
|
|
|
|
|
|
%rebuiltPath = "";
|
|
|
|
|
for(%f=0; %f < %folderCount; %f++)
|
|
|
|
|
{
|
|
|
|
|
%folderName = getToken(%address, "/", %f);
|
|
|
|
|
|
|
|
|
|
%rebuiltPath = %f == 0 ? %folderName : %rebuiltPath @ "/" @ %folderName;
|
|
|
|
|
|
|
|
|
|
%folderNavButton = new GuiButtonCtrl()
|
|
|
|
|
{
|
|
|
|
|
profile = ToolsGuiButtonProfile;
|
|
|
|
|
text = %folderName;
|
|
|
|
|
command = "AssetBrowser.navigateTo(\"" @ %rebuiltPath @ "\");";
|
|
|
|
|
extent = "100" SPC AssetBrowser_BreadcrumbBar.extent.y;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
AssetBrowser_BreadcrumbBar.add(%folderNavButton);
|
|
|
|
|
|
|
|
|
|
if(%f != %folderCount-1)
|
|
|
|
|
{
|
|
|
|
|
%folderSpacerButton = new GuiBitmapButtonCtrl()
|
|
|
|
|
{
|
|
|
|
|
profile = ToolsGuiButtonProfile;
|
2021-08-02 09:20:27 +00:00
|
|
|
bitmapAsset = "ToolsModule:rightArrowWhite_image";
|
2019-10-20 07:47:15 +00:00
|
|
|
bitmapMode = "Centered";
|
|
|
|
|
extent = "25" SPC AssetBrowser_BreadcrumbBar.extent.y;
|
|
|
|
|
//command = "AssetBrowser.navigateTo(\"" @ %rebuiltPath @ "\");";
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
AssetBrowser_BreadcrumbBar.add(%folderSpacerButton);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//refresh the nav buttons to display the history
|
|
|
|
|
%backButtonHistory = "";
|
2019-12-03 06:09:18 +00:00
|
|
|
for(%i=0; %i < AssetBrowser.dirHandler.prevHistoryList.Count(); %i++)
|
2019-10-20 07:47:15 +00:00
|
|
|
{
|
2019-12-03 06:09:18 +00:00
|
|
|
%prevAddress = AssetBrowser.dirHandler.prevHistoryList.getKey(%i);
|
2019-10-20 07:47:15 +00:00
|
|
|
%backButtonHistory = %i==0 ? %prevAddress @ "\n" : %backButtonHistory @ %prevAddress @ "\n";
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
AssetBrowser_NavigateBackBtn.tooltip = %backButtonHistory;
|
|
|
|
|
|
|
|
|
|
%foreButtonHistory = "";
|
2019-12-03 06:09:18 +00:00
|
|
|
for(%i=0; %i < AssetBrowser.dirHandler.foreHistoryList.Count(); %i++)
|
2019-10-20 07:47:15 +00:00
|
|
|
{
|
2019-12-03 06:09:18 +00:00
|
|
|
%prevAddress = AssetBrowser.dirHandler.foreHistoryList.getKey(%i);
|
2019-10-20 07:47:15 +00:00
|
|
|
%foreButtonHistory = %i==0 ? %prevAddress @ "\n" : %foreButtonHistory @ %prevAddress @ "\n";
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
AssetBrowser_NavigateForwardBtn.tooltip = %foreButtonHistory;
|
2018-01-28 21:30:17 +00:00
|
|
|
}
|
|
|
|
|
|
2020-07-11 21:49:06 +00:00
|
|
|
function assetBrowserNavPath::onReturn(%this)
|
|
|
|
|
{
|
|
|
|
|
%newPath = %this.getText();
|
|
|
|
|
if(isDirectory(%newPath))
|
|
|
|
|
{
|
|
|
|
|
AssetBrowser.lastValidNavPath = %newPath;
|
|
|
|
|
AssetBrowser.navigateTo(%newPath);
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
%this.setText(AssetBrowser.lastValidNavPath);
|
|
|
|
|
AssetBrowser.navigateTo(AssetBrowser.lastValidNavPath);
|
|
|
|
|
}
|
|
|
|
|
}
|
2018-01-28 21:30:17 +00:00
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
function AssetBrowser::reloadModules(%this)
|
|
|
|
|
{
|
|
|
|
|
ModuleDatabase.unloadGroup("Game");
|
|
|
|
|
|
|
|
|
|
%modulesList = ModuleDatabase.findModules();
|
|
|
|
|
|
|
|
|
|
%count = getWordCount(%modulesList);
|
|
|
|
|
|
|
|
|
|
for(%i=0; %i < %count; %i++)
|
|
|
|
|
{
|
|
|
|
|
%moduleId = getWord(%modulesList, %i).ModuleId;
|
|
|
|
|
ModuleDatabase.unloadExplicit(%moduleId);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
ModuleDatabase.scanModules();
|
|
|
|
|
|
|
|
|
|
%modulesList = ModuleDatabase.findModules();
|
|
|
|
|
|
|
|
|
|
%count = getWordCount(%modulesList);
|
|
|
|
|
|
|
|
|
|
for(%i=0; %i < %count; %i++)
|
|
|
|
|
{
|
|
|
|
|
%moduleId = getWord(%modulesList, %i).ModuleId;
|
|
|
|
|
ModuleDatabase.loadExplicit(%moduleId);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//ModuleDatabase.loadGroup("Game");
|
|
|
|
|
}
|
2019-10-20 07:47:15 +00:00
|
|
|
|
|
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
function AssetBrowser::toggleFolderCollapseButton(%this)
|
|
|
|
|
{
|
|
|
|
|
%this.folderPanelState = !%this.folderPanelState;
|
|
|
|
|
|
|
|
|
|
//If we're collapsing
|
|
|
|
|
if(!%this.folderPanelState)
|
|
|
|
|
{
|
|
|
|
|
//Store the original
|
|
|
|
|
%this.folderPanelSplit = AssetBrowser_MainSplit.splitPoint.x;
|
|
|
|
|
|
|
|
|
|
//collapse it
|
|
|
|
|
AssetBrowser_MainSplit.setSplitPoint(AssetBrowser_MainSplit.splitterSize SPC AssetBrowser_MainSplit.splitPoint.y);
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
//restore the original
|
|
|
|
|
AssetBrowser_MainSplit.setSplitPoint(%this.folderPanelSplit SPC AssetBrowser_MainSplit.splitPoint.y);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
// Drag n drop
|
2020-07-11 21:49:06 +00:00
|
|
|
function AssetBrowserPreviewButton::onMouseDragged(%this)
|
2018-01-28 21:30:17 +00:00
|
|
|
{
|
2020-07-11 21:49:06 +00:00
|
|
|
%payload = %this.clone();
|
|
|
|
|
%payload.position = "0 0";
|
|
|
|
|
//%payload.class = "AssetPreviewControl";
|
|
|
|
|
|
2018-01-28 21:30:17 +00:00
|
|
|
%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 );
|
2020-07-11 21:49:06 +00:00
|
|
|
|
|
|
|
|
Canvas.repaint();
|
2018-01-28 21:30:17 +00:00
|
|
|
}
|
|
|
|
|
|
2020-07-11 21:49:06 +00:00
|
|
|
function AssetBrowserPreviewButton::onControlDragCancelled(%this)
|
2018-01-28 21:30:17 +00:00
|
|
|
{
|
|
|
|
|
Canvas.popDialog(EditorDragAndDropLayer);
|
|
|
|
|
}
|
|
|
|
|
|
2020-07-11 21:49:06 +00:00
|
|
|
function AssetBrowserPreviewButton::onControlDropped( %this, %payload, %position )
|
2018-01-28 21:30:17 +00:00
|
|
|
{
|
|
|
|
|
Canvas.popDialog(EditorDragAndDropLayer);
|
|
|
|
|
|
|
|
|
|
if( !%payload.parentGroup.isInNamespaceHierarchy( "AssetPreviewControlType_AssetDrop" ) )
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
// If dropped on same button whence we came from,
|
|
|
|
|
// do nothing.
|
|
|
|
|
|
|
|
|
|
if( %payload.dragSourceControl == %this )
|
|
|
|
|
return;
|
2019-12-23 18:37:55 +00:00
|
|
|
|
2020-07-11 21:49:06 +00:00
|
|
|
%assetType = %payload.assetType;
|
|
|
|
|
%assetName = %payload.assetName;
|
|
|
|
|
%moduleName = %payload.moduleName;
|
2019-12-23 18:37:55 +00:00
|
|
|
|
|
|
|
|
%targetAssetName = %this.assetName;
|
|
|
|
|
%targetAssetType = %this.assetType;
|
|
|
|
|
%targetModuleName = %this.moduleName;
|
2018-01-28 21:30:17 +00:00
|
|
|
|
2019-12-23 18:37:55 +00:00
|
|
|
if( %payload.dragSourceControl.class $= "AssetPreviewButton" && %targetAssetType $= "Folder")
|
2018-01-28 21:30:17 +00:00
|
|
|
{
|
2019-12-23 18:37:55 +00:00
|
|
|
%destination = %targetModuleName @ "/" @ %targetAssetName;
|
|
|
|
|
|
|
|
|
|
if(%assetType $= "Folder")
|
|
|
|
|
{
|
|
|
|
|
%originFolder = %moduleName @ "/" @ %assetName;
|
|
|
|
|
%destination = %destination @ "/" @ %assetName;
|
|
|
|
|
|
|
|
|
|
//Do any cleanup required given the type
|
|
|
|
|
if(AssetBrowser.isMethod("moveFolder"))
|
|
|
|
|
eval(AssetBrowser @ ".moveFolder(\""@%originFolder@"\",\""@%destination@"\");");
|
|
|
|
|
}
|
2018-01-28 21:30:17 +00:00
|
|
|
else
|
2019-12-23 18:37:55 +00:00
|
|
|
{
|
|
|
|
|
%assetId = %moduleName @ ":" @ %assetName;
|
|
|
|
|
%assetDef = AssetDatabase.acquireAsset(%assetId);
|
|
|
|
|
%assetType = AssetDatabase.getAssetType(%assetId);
|
|
|
|
|
|
|
|
|
|
//Do any cleanup required given the type
|
|
|
|
|
if(AssetBrowser.isMethod("move"@%assetType))
|
|
|
|
|
{
|
|
|
|
|
%command = AssetBrowser @ ".move" @ %assetType @ "(" @ %assetDef @ ",\"" @ %destination @ "\");";
|
|
|
|
|
eval(AssetBrowser @ ".move" @ %assetType @ "(" @ %assetDef @ ",\"" @ %destination @ "\");");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
AssetBrowser.refresh();
|
2018-01-28 21:30:17 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function EWorldEditor::onControlDropped( %this, %payload, %position )
|
|
|
|
|
{
|
|
|
|
|
Canvas.popDialog(EditorDragAndDropLayer);
|
|
|
|
|
|
|
|
|
|
// Make sure this is a color swatch drag operation.
|
|
|
|
|
if( !%payload.parentGroup.isInNamespaceHierarchy( "AssetPreviewControlType_AssetDrop" ) )
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
// If dropped on same button whence we came from,
|
|
|
|
|
// do nothing.
|
|
|
|
|
|
|
|
|
|
if( %payload.dragSourceControl == %this )
|
|
|
|
|
return;
|
|
|
|
|
|
2020-07-11 21:49:06 +00:00
|
|
|
%assetType = %payload.assetType;
|
2018-01-28 21:30:17 +00:00
|
|
|
|
|
|
|
|
%pos = EWCreatorWindow.getCreateObjectPosition(); //LocalClientConnection.camera.position;
|
2020-07-11 21:49:06 +00:00
|
|
|
%module = %payload.moduleName;
|
|
|
|
|
%asset = %payload.assetName;
|
2018-01-28 21:30:17 +00:00
|
|
|
|
2019-12-03 06:09:18 +00:00
|
|
|
if(AssetBrowser.isMethod("on" @ %assetType @ "EditorDropped"))
|
|
|
|
|
{
|
2020-07-11 21:49:06 +00:00
|
|
|
if(%assetType $= "Datablock")
|
|
|
|
|
{
|
|
|
|
|
%buildCommand = AssetBrowser @ ".on" @ %assetType @ "EditorDropped(" @ %asset @ ",\"" @ %position @ "\");";
|
|
|
|
|
}
|
2020-12-03 06:19:16 +00:00
|
|
|
else if(%assetType $= "Prefab")
|
|
|
|
|
{
|
|
|
|
|
%buildCommand = AssetBrowser @ ".on" @ %assetType @ "EditorDropped(\"" @ %module @ "/" @ %asset @ "\",\"" @ %position @ "\");";
|
|
|
|
|
}
|
2021-01-24 10:33:28 +00:00
|
|
|
else if(%assetType $= "Creator")
|
|
|
|
|
{
|
|
|
|
|
%buildCommand = AssetBrowser @ ".on" @ %assetType @ "EditorDropped(" @ %module @ ",\"" @ %position @ "\");";
|
|
|
|
|
}
|
2020-07-11 21:49:06 +00:00
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
%assetDef = AssetDatabase.acquireAsset(%module @ ":" @ %asset);
|
|
|
|
|
%buildCommand = AssetBrowser @ ".on" @ %assetType @ "EditorDropped(" @ %assetDef @ ",\"" @ %position @ "\");";
|
|
|
|
|
}
|
2019-12-03 06:09:18 +00:00
|
|
|
eval(%buildCommand);
|
2021-09-01 06:12:16 +00:00
|
|
|
|
|
|
|
|
if(EditorSettings.value("AssetManagement/Assets/closeBrowserOnDragAction", false))
|
|
|
|
|
{
|
|
|
|
|
AssetBrowser.hideDialog();
|
|
|
|
|
}
|
2019-12-03 06:09:18 +00:00
|
|
|
}
|
|
|
|
|
|
2018-01-28 21:30:17 +00:00
|
|
|
EWorldEditor.isDirty = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function AssetBrowserFilterTree::onControlDropped( %this, %payload, %position )
|
|
|
|
|
{
|
|
|
|
|
Canvas.popDialog(EditorDragAndDropLayer);
|
|
|
|
|
|
|
|
|
|
if( !%payload.parentGroup.isInNamespaceHierarchy( "AssetPreviewControlType_AssetDrop" ) )
|
|
|
|
|
return;
|
|
|
|
|
|
2020-07-11 21:49:06 +00:00
|
|
|
%assetType = %payload.assetType;
|
|
|
|
|
%assetName = %payload.assetName;
|
|
|
|
|
%moduleName = %payload.moduleName;
|
2018-01-28 21:30:17 +00:00
|
|
|
|
|
|
|
|
echo("DROPPED A " @ %assetType @ " ON THE ASSET BROWSER NAVIGATION TREE!");
|
|
|
|
|
|
|
|
|
|
%item = %this.getItemAtPosition(%position);
|
|
|
|
|
|
|
|
|
|
echo("DROPPED IT ON ITEM " @ %item);
|
|
|
|
|
|
|
|
|
|
%parent = %this.getParentItem(%item);
|
|
|
|
|
|
2019-11-24 12:52:34 +00:00
|
|
|
if(%item != 1)
|
2018-01-28 21:30:17 +00:00
|
|
|
{
|
2019-11-24 12:52:34 +00:00
|
|
|
//we're a folder entry, cool
|
|
|
|
|
%path = %this.getItemValue(%item) @ "/" @ %this.getItemText(%item);
|
|
|
|
|
echo("DROPPED IT ON PATH " @ %path);
|
2018-01-28 21:30:17 +00:00
|
|
|
|
2019-12-03 06:09:18 +00:00
|
|
|
if(%path !$= AssetBrowser.dirHandler.CurrentAddress)
|
2018-01-28 21:30:17 +00:00
|
|
|
{
|
|
|
|
|
//we're trying to move the asset to a different module!
|
2020-07-24 05:40:03 +00:00
|
|
|
//toolsMessageBoxYesNo( "Move Asset", "Do you wish to move asset " @ %assetName @ " to " @ %path @ "?",
|
2019-12-23 18:37:55 +00:00
|
|
|
// "AssetBrowser.moveAsset(\""@ %moduleName @ ":" @ %assetName @"\", \""@%path@"\");", "");
|
|
|
|
|
|
|
|
|
|
if(%assetType $= "Folder")
|
|
|
|
|
{
|
|
|
|
|
%originFolder = %moduleName @ "/" @ %assetName;
|
|
|
|
|
%path = %path @ "/" @ %assetName;
|
|
|
|
|
|
|
|
|
|
//Do any cleanup required given the type
|
|
|
|
|
if(AssetBrowser.isMethod("moveFolder"))
|
|
|
|
|
eval(AssetBrowser @ ".moveFolder(\""@%originFolder@"\",\""@%path@"\");");
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
%assetId = %moduleName @ ":" @ %assetName;
|
|
|
|
|
%assetDef = AssetDatabase.acquireAsset(%assetId);
|
|
|
|
|
%assetType = AssetDatabase.getAssetType(%assetId);
|
|
|
|
|
|
|
|
|
|
//Do any cleanup required given the type
|
|
|
|
|
if(AssetBrowser.isMethod("move"@%assetType))
|
|
|
|
|
{
|
|
|
|
|
%command = AssetBrowser @ ".move" @ %assetType @ "(" @ %assetDef @ ",\"" @ %path @ "\");";
|
|
|
|
|
eval(AssetBrowser @ ".move" @ %assetType @ "(" @ %assetDef @ ",\"" @ %path @ "\");");
|
|
|
|
|
}
|
|
|
|
|
}
|
2018-01-28 21:30:17 +00:00
|
|
|
}
|
|
|
|
|
}
|
2019-11-24 12:52:34 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function AssetBrowserFilterTree::onDragDropped( %this )
|
|
|
|
|
{
|
|
|
|
|
%asdgadfhg =true;
|
|
|
|
|
}
|
2020-02-17 06:32:50 +00:00
|
|
|
|
2020-07-11 21:49:06 +00:00
|
|
|
function AssetBrowser::hasLooseFilesInDir(%this)
|
|
|
|
|
{
|
|
|
|
|
//First, wipe out any files inside the folder first
|
|
|
|
|
%file = findFirstFileMultiExpr( %this.dirHandler.currentAddress @ "/*.*", false);
|
|
|
|
|
|
|
|
|
|
%aq = new AssetQuery();
|
|
|
|
|
|
|
|
|
|
while( %file !$= "" )
|
|
|
|
|
{
|
|
|
|
|
if(!strIsMatchExpr("*.asset.taml", %file) && !strIsMatchExpr("*.taml", %file) && !strIsMatchExpr("*.cached.dts", %file))
|
|
|
|
|
{
|
|
|
|
|
%assetsFound = AssetDatabase.findAssetLooseFile(%aq, %file);
|
|
|
|
|
|
|
|
|
|
if(%assetsFound == 0)
|
|
|
|
|
{
|
|
|
|
|
%ext = fileExt(%file);
|
|
|
|
|
if(isShapeFormat(%ext) || isImageFormat(%ext) || isSoundFormat(%ext))
|
|
|
|
|
{
|
|
|
|
|
%aq.delete();
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
%file = findNextFileMultiExpr( %this.dirHandler.currentAddress @ "/*.*" );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
%aq.delete();
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function AssetBrowser::autoImportSimpleLooseFiles(%this)
|
|
|
|
|
{
|
|
|
|
|
%importer = new AssetImporter();
|
|
|
|
|
|
|
|
|
|
//First, wipe out any files inside the folder first
|
|
|
|
|
%file = findFirstFileMultiExpr( %this.dirHandler.currentAddress @ "/*.*", false);
|
|
|
|
|
|
|
|
|
|
%aq = new AssetQuery();
|
|
|
|
|
|
|
|
|
|
while( %file !$= "" )
|
|
|
|
|
{
|
|
|
|
|
if(!strIsMatchExpr("*.asset.taml", %file) && !strIsMatchExpr("*.taml", %file) && !strIsMatchExpr("*.cached.dts", %file))
|
|
|
|
|
{
|
|
|
|
|
%assetsFound = AssetDatabase.findAssetLooseFile(%aq, %file);
|
|
|
|
|
|
|
|
|
|
if(%assetsFound == 0)
|
|
|
|
|
{
|
|
|
|
|
%ext = fileExt(%file);
|
|
|
|
|
if(isShapeFormat(%ext) || isImageFormat(%ext) || isSoundFormat(%ext))
|
|
|
|
|
{
|
|
|
|
|
%assetId = %importer.autoImportFile(%file);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
%file = findNextFileMultiExpr( %this.dirHandler.currentAddress @ "/*.*" );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
%aq.delete();
|
|
|
|
|
%importer.delete();
|
|
|
|
|
|
|
|
|
|
%this.refresh();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function AssetBrowser::getLooseFilesInDir(%this)
|
|
|
|
|
{
|
|
|
|
|
if(!isObject(ABLooseFileArray))
|
|
|
|
|
new ArrayObject(ABLooseFileArray);
|
|
|
|
|
|
|
|
|
|
ABLooseFileArray.empty();
|
|
|
|
|
|
|
|
|
|
%showLooseFiles = EditorSettings.value("Assets/Browser/showLooseFiles", false);
|
|
|
|
|
if(%showLooseFiles == false)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
//First, wipe out any files inside the folder first
|
|
|
|
|
%file = findFirstFileMultiExpr( %this.dirHandler.currentAddress @ "/*.*", false);
|
|
|
|
|
|
|
|
|
|
%aq = new AssetQuery();
|
|
|
|
|
|
|
|
|
|
while( %file !$= "" )
|
|
|
|
|
{
|
|
|
|
|
if(!strIsMatchExpr("*.asset.taml", %file) && !strIsMatchExpr("*.taml", %file) && !strIsMatchExpr("*.cached.dts", %file))
|
|
|
|
|
{
|
|
|
|
|
%assetsFound = AssetDatabase.findAssetLooseFile(%aq, %file);
|
|
|
|
|
|
|
|
|
|
if(%assetsFound == 0)
|
|
|
|
|
{
|
|
|
|
|
ABLooseFileArray.add(%file);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
%file = findNextFileMultiExpr( %this.dirHandler.currentAddress @ "/*.*" );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
%aq.delete();
|
|
|
|
|
return false;
|
|
|
|
|
}
|
2020-02-17 06:32:50 +00:00
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
function AssetBrowser::importLooseFiles(%this)
|
|
|
|
|
{
|
|
|
|
|
echo("Adding loose files at directory " @ %this.dirHandler.currentAddress);
|
|
|
|
|
LooseFileAuditWindow.showDialog(%this.dirHandler.currentAddress);
|
2021-08-02 09:20:27 +00:00
|
|
|
}
|