Torque3D/Engine/source/T3D/assets/LevelAsset.cpp

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//-----------------------------------------------------------------------------
// Copyright (c) 2013 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef LEVEL_ASSET_H
#include "LevelAsset.h"
#endif
#ifndef _ASSET_MANAGER_H_
#include "assets/assetManager.h"
#endif
#ifndef _CONSOLETYPES_H_
#include "console/consoleTypes.h"
#endif
#ifndef _TAML_
#include "persistence/taml/taml.h"
#endif
#ifndef _ASSET_PTR_H_
#include "assets/assetPtr.h"
#endif
// Debug Profiling.
#include "platform/profiler.h"
//-----------------------------------------------------------------------------
IMPLEMENT_CONOBJECT(LevelAsset);
ConsoleType(LevelAssetPtr, TypeLevelAssetPtr, const char*, ASSET_ID_FIELD_PREFIX)
//-----------------------------------------------------------------------------
ConsoleGetType(TypeLevelAssetPtr)
{
// Fetch asset Id.
return *((const char**)(dptr));
}
//-----------------------------------------------------------------------------
ConsoleSetType(TypeLevelAssetPtr)
{
// Was a single argument specified?
if (argc == 1)
{
// Yes, so fetch field value.
*((const char**)dptr) = StringTable->insert(argv[0]);
return;
}
// Warn.
Con::warnf("(TypeLevelAssetPtr) - Cannot set multiple args to a single asset.");
}
//-----------------------------------------------------------------------------
LevelAsset::LevelAsset() : AssetBase(), mIsSubLevel(false)
{
mLevelName = StringTable->EmptyString();
mLevelFile = StringTable->EmptyString();
mPostFXPresetFile = StringTable->EmptyString();
mDecalsFile = StringTable->EmptyString();
mForestFile = StringTable->EmptyString();
mNavmeshFile = StringTable->EmptyString();
mLevelPath = StringTable->EmptyString();
mPostFXPresetPath = StringTable->EmptyString();
mDecalsPath = StringTable->EmptyString();
mForestPath = StringTable->EmptyString();
mNavmeshPath = StringTable->EmptyString();
Moved unneeded modules to Templates/Modules Added templated getObjectsByClass to Scene for easier engine-side polling of objects, including nested checks for subscenes Proper init'ing of mGamemodeName in LevelAsset, as well as proper fieldType for mIsSubLevel D3D11 added logic to handle scaling down of textures in cubemap arrays for lower texture resolution preferences Added ability to collapse groups programmatically to GuiVariableInspector Upped PSSM shadowmap max size to 4096 Caught GL deferred lighting/probes up to D3D11 Temporarily disabled forward lighting/probes on GL materials until conversion finished Upped smMaxInstancingVerts to 2000 from 200 to support slightly more detailed meshes being instanced Reordered project settings so they load ahead of core modules, so that core modules can actually use project settings Established current preset file for PostFXManager to use for reverting WIP logic for forcing probes to update as part of level lighting load step in loading process Streamlined PostFXManager code, removing unnecessary/redundant files Coverted HDR, Lightrays and SSAO and ExamplePostEffect to use new PostFX Manager/Editor paradigm PostFX manager now enacts callbacks so that postFXs' can process their own settings as well as provide editor fields Changed PostFX editor to work with new callbacks via using VariableInspector Updated PostEffectAsset's template file so new PostFX's will now automatically register with the PostFXManager and have the needed new callbacks for integration Made HDR on by default, removed enable field from editing Made probe bake resolution a project setting Updated many GL postFX shaders to have proper case for PostFx.glsl Example module now loads ExampleGUI and ExamplePostEffect during init'ing Removed unneeded autoload definitions from ExampleModule's module file Fixed Graphics Adapter settings field to properly display as well as apply setting Updated many referenced profiles in tools folder to use the Tools specific gui profiles to make theming more consistent Fixed coloration of tools button bitmap to make theming more consistent Updated a few theme settings for improved visibility with theme, particularly selected/highlighted text Moved AssetBrowser field types to separated folder/files Updated new module creation to properly utilize template file instead of overriding it with a programmatic script generation. Removed unneded default autoload definitions from new modules Added WIP for editing Module/Asset dependencies Updated the PostEffectAsset to properly generate glsl and hlsl files from templates Updated module editor window to display only necessary fields Added WIP of TerrainAsset Added shaderCache gitignore file so folder isn't lost
2019-09-29 11:44:43 +00:00
mGamemodeName = StringTable->EmptyString();
mMainLevelAsset = StringTable->EmptyString();
mEditorFile = StringTable->EmptyString();
mBakedSceneFile = StringTable->EmptyString();
mPreviewImageAssetId = StringTable->EmptyString();
mPreviewImageAsset = StringTable->EmptyString();
}
//-----------------------------------------------------------------------------
LevelAsset::~LevelAsset()
{
}
//-----------------------------------------------------------------------------
void LevelAsset::initPersistFields()
{
docsURL;
// Call parent.
Parent::initPersistFields();
addProtectedField("LevelFile", TypeAssetLooseFilePath, Offset(mLevelFile, LevelAsset),
&setLevelFile, &getLevelFile, "Path to the actual level file.");
addField("LevelName", TypeString, Offset(mLevelName, LevelAsset), "Human-friendly name for the level.");
addProtectedField("PostFXPresetFile", TypeAssetLooseFilePath, Offset(mPostFXPresetFile, LevelAsset),
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
&setPostFXPresetFile, &getPostFXPresetFile, "Path to the level's postFXPreset.");
addProtectedField("DecalsFile", TypeAssetLooseFilePath, Offset(mDecalsFile, LevelAsset),
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
&setDecalsFile, &getDecalsFile, "Path to the decals cache file.");
addProtectedField("ForestFile", TypeAssetLooseFilePath, Offset(mForestFile, LevelAsset),
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
&setForestFile, &getForestFile, "Path to the Forest cache file.");
addProtectedField("NavmeshFile", TypeAssetLooseFilePath, Offset(mNavmeshFile, LevelAsset),
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
&setNavmeshFile, &getNavmeshFile, "Path to the navmesh file.");
addProtectedField("EditorFile", TypeAssetLooseFilePath, Offset(mEditorFile, LevelAsset),
&setEditorFile, &getEditorFile, "Path to the level file with objects that were removed as part of the baking process. Loaded when the editor is loaded for ease of editing.");
addProtectedField("BakedSceneFile", TypeAssetLooseFilePath, Offset(mBakedSceneFile, LevelAsset),
&setBakedSceneFile, &getBakedSceneFile, "Path to the level file with the objects generated as part of the baking process");
Moved unneeded modules to Templates/Modules Added templated getObjectsByClass to Scene for easier engine-side polling of objects, including nested checks for subscenes Proper init'ing of mGamemodeName in LevelAsset, as well as proper fieldType for mIsSubLevel D3D11 added logic to handle scaling down of textures in cubemap arrays for lower texture resolution preferences Added ability to collapse groups programmatically to GuiVariableInspector Upped PSSM shadowmap max size to 4096 Caught GL deferred lighting/probes up to D3D11 Temporarily disabled forward lighting/probes on GL materials until conversion finished Upped smMaxInstancingVerts to 2000 from 200 to support slightly more detailed meshes being instanced Reordered project settings so they load ahead of core modules, so that core modules can actually use project settings Established current preset file for PostFXManager to use for reverting WIP logic for forcing probes to update as part of level lighting load step in loading process Streamlined PostFXManager code, removing unnecessary/redundant files Coverted HDR, Lightrays and SSAO and ExamplePostEffect to use new PostFX Manager/Editor paradigm PostFX manager now enacts callbacks so that postFXs' can process their own settings as well as provide editor fields Changed PostFX editor to work with new callbacks via using VariableInspector Updated PostEffectAsset's template file so new PostFX's will now automatically register with the PostFXManager and have the needed new callbacks for integration Made HDR on by default, removed enable field from editing Made probe bake resolution a project setting Updated many GL postFX shaders to have proper case for PostFx.glsl Example module now loads ExampleGUI and ExamplePostEffect during init'ing Removed unneeded autoload definitions from ExampleModule's module file Fixed Graphics Adapter settings field to properly display as well as apply setting Updated many referenced profiles in tools folder to use the Tools specific gui profiles to make theming more consistent Fixed coloration of tools button bitmap to make theming more consistent Updated a few theme settings for improved visibility with theme, particularly selected/highlighted text Moved AssetBrowser field types to separated folder/files Updated new module creation to properly utilize template file instead of overriding it with a programmatic script generation. Removed unneded default autoload definitions from new modules Added WIP for editing Module/Asset dependencies Updated the PostEffectAsset to properly generate glsl and hlsl files from templates Updated module editor window to display only necessary fields Added WIP of TerrainAsset Added shaderCache gitignore file so folder isn't lost
2019-09-29 11:44:43 +00:00
addField("isSubScene", TypeBool, Offset(mIsSubLevel, LevelAsset), "Is this a sublevel to another Scene");
addField("gameModeName", TypeString, Offset(mGamemodeName, LevelAsset), "Name of the Game Mode to be used with this level");
}
//------------------------------------------------------------------------------
void LevelAsset::copyTo(SimObject* object)
{
// Call to parent.
Parent::copyTo(object);
}
//
void LevelAsset::initializeAsset()
{
// Call parent.
Parent::initializeAsset();
loadAsset();
}
void LevelAsset::onAssetRefresh(void)
{
loadAsset();
}
void LevelAsset::loadAsset()
{
// Ensure the image-file is expanded.
mLevelPath = getOwned() ? expandAssetFilePath(mLevelFile) : mLevelPath;
mPostFXPresetPath = getOwned() ? expandAssetFilePath(mPostFXPresetFile) : mPostFXPresetPath;
mDecalsPath = getOwned() ? expandAssetFilePath(mDecalsFile) : mDecalsPath;
mForestPath = getOwned() ? expandAssetFilePath(mForestFile) : mForestPath;
mNavmeshPath = getOwned() ? expandAssetFilePath(mNavmeshFile) : mNavmeshPath;
StringTableEntry previewImageAssetId = getAssetDependencyField("previewImageAsset");
if (previewImageAssetId != StringTable->EmptyString())
{
mPreviewImageAssetId = previewImageAssetId;
mPreviewImageAsset = mPreviewImageAssetId;
}
}
//
void LevelAsset::setLevelFile(const char* pLevelFile)
{
// Sanity!
AssertFatal(pLevelFile != NULL, "Cannot use a NULL level file.");
// Fetch image file.
pLevelFile = StringTable->insert(pLevelFile, true);
// Ignore no change,
if (pLevelFile == mLevelFile)
return;
// Update.
mLevelFile = getOwned() ? expandAssetFilePath(pLevelFile) : pLevelFile;
// Refresh the asset.
refreshAsset();
}
StringTableEntry LevelAsset::getPreviewImageAsset() const
{
return mPreviewImageAssetId;
}
StringTableEntry LevelAsset::getPreviewImagePath(void) const
{
if (mPreviewImageAsset.notNull() && mPreviewImageAsset->isAssetValid())
{
return mPreviewImageAsset->getImagePath();
}
return StringTable->EmptyString();
}
void LevelAsset::setEditorFile(const char* pEditorFile)
{
// Sanity!
AssertFatal(pEditorFile != NULL, "Cannot use a NULL level file.");
// Fetch image file.
pEditorFile = StringTable->insert(pEditorFile, true);
// Ignore no change,
if (pEditorFile == mEditorFile)
return;
// Update.
mEditorFile = getOwned() ? expandAssetFilePath(pEditorFile) : pEditorFile;
// Refresh the asset.
refreshAsset();
}
void LevelAsset::setBakedSceneFile(const char* pBakedSceneFile)
{
// Sanity!
AssertFatal(pBakedSceneFile != NULL, "Cannot use a NULL level file.");
// Fetch image file.
pBakedSceneFile = StringTable->insert(pBakedSceneFile, true);
// Ignore no change,
if (pBakedSceneFile == mBakedSceneFile)
return;
// Update.
mBakedSceneFile = getOwned() ? expandAssetFilePath(pBakedSceneFile) : pBakedSceneFile;
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
// Refresh the asset.
refreshAsset();
}
void LevelAsset::setPostFXPresetFile(const char* pPostFXPresetFile)
{
// Sanity!
AssertFatal(pPostFXPresetFile != NULL, "Cannot use a NULL postFX preset file.");
// Fetch file.
pPostFXPresetFile = StringTable->insert(pPostFXPresetFile, true);
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
// Ignore no change,
if (pPostFXPresetFile == mPostFXPresetFile)
return;
// Update.
mPostFXPresetFile = getOwned() ? expandAssetFilePath(pPostFXPresetFile) : pPostFXPresetFile;
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
// Refresh the asset.
refreshAsset();
}
void LevelAsset::setDecalsFile(const char* pDecalsFile)
{
// Sanity!
AssertFatal(pDecalsFile != NULL, "Cannot use a NULL decals file.");
// Fetch file.
pDecalsFile = StringTable->insert(pDecalsFile, true);
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
// Ignore no change,
if (pDecalsFile == mDecalsFile)
return;
// Update.
mDecalsFile = getOwned() ? expandAssetFilePath(pDecalsFile) : pDecalsFile;
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
// Refresh the asset.
refreshAsset();
}
void LevelAsset::setForestFile(const char* pForestFile)
{
// Sanity!
AssertFatal(pForestFile != NULL, "Cannot use a NULL decals file.");
// Fetch file.
pForestFile = StringTable->insert(pForestFile, true);
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
// Ignore no change,
if (pForestFile == mForestFile)
return;
// Update.
mForestFile = getOwned() ? expandAssetFilePath(pForestFile) : pForestFile;
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
// Refresh the asset.
refreshAsset();
}
void LevelAsset::setNavmeshFile(const char* pNavmeshFile)
{
// Sanity!
AssertFatal(pNavmeshFile != NULL, "Cannot use a NULL Navmesh file.");
// Fetch file.
pNavmeshFile = StringTable->insert(pNavmeshFile, true);
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
// Ignore no change,
if (pNavmeshFile == mNavmeshFile)
return;
// Update.
mNavmeshFile = getOwned() ? expandAssetFilePath(pNavmeshFile) : pNavmeshFile;
// Refresh the asset.
refreshAsset();
}
void LevelAsset::loadDependencies()
{
//First, load any material, animation, etc assets we may be referencing in our asset
// Find any asset dependencies.
AssetManager::typeAssetDependsOnHash::Iterator assetDependenciesItr = mpOwningAssetManager->getDependedOnAssets()->find(mpAssetDefinition->mAssetId);
// Does the asset have any dependencies?
if (assetDependenciesItr != mpOwningAssetManager->getDependedOnAssets()->end())
{
// Iterate all dependencies.
while (assetDependenciesItr != mpOwningAssetManager->getDependedOnAssets()->end() && assetDependenciesItr->key == mpAssetDefinition->mAssetId)
{
//Force it to be loaded by acquiring it
StringTableEntry assetId = assetDependenciesItr->value;
mAssetDependencies.push_back(AssetDatabase.acquireAsset<AssetBase>(assetId));
// Next dependency.
assetDependenciesItr++;
}
}
}
void LevelAsset::unloadDependencies()
{
for (U32 i = 0; i < mAssetDependencies.size(); i++)
{
AssetBase* assetDef = mAssetDependencies[i];
AssetDatabase.releaseAsset(assetDef->getAssetId());
}
}
DefineEngineMethod(LevelAsset, getLevelPath, const char*, (),,
"Gets the full path of the asset's defined level file.\n"
"@return The string result of the level path")
{
return object->getLevelPath();
}
DefineEngineMethod(LevelAsset, getPreviewImageAsset, const char*, (), ,
"Gets the full path of the asset's defined preview image file.\n"
"@return The string result of the level preview image path")
{
return object->getPreviewImageAsset();
}
DefineEngineMethod(LevelAsset, getPreviewImagePath, const char*, (), ,
"Gets the full path of the asset's defined preview image file.\n"
"@return The string result of the level preview image path")
{
return object->getPreviewImagePath();
}
DefineEngineMethod(LevelAsset, getPostFXPresetPath, const char*, (), ,
"Gets the full path of the asset's defined postFX preset file.\n"
"@return The string result of the postFX preset path")
{
return object->getPostFXPresetPath();
}
DefineEngineMethod(LevelAsset, getDecalsPath, const char*, (), ,
"Gets the full path of the asset's defined decal file.\n"
"@return The string result of the decal path")
{
return object->getDecalsPath();
}
DefineEngineMethod(LevelAsset, getForestPath, const char*, (), ,
"Gets the full path of the asset's defined forest file.\n"
"@return The string result of the forest path")
{
return object->getForestPath();
}
DefineEngineMethod(LevelAsset, getNavmeshPath, const char*, (), ,
"Gets the full path of the asset's defined navmesh file.\n"
"@return The string result of the navmesh path")
{
return object->getNavmeshPath();
}
DefineEngineMethod(LevelAsset, loadDependencies, void, (), ,
"Initiates the loading of asset dependencies for this level.")
{
return object->loadDependencies();
}
DefineEngineMethod(LevelAsset, unloadDependencies, void, (), ,
"Initiates the unloading of previously loaded asset dependencies for this level.")
{
return object->unloadDependencies();
}