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Added recursive scanning for utilized assets on any object within the scene, soas to catch objects in simgroups or parented
Disabled initial materialSlot fill-out until logic for looking up assetName from material list name can be done to avoid 'unable to find assetid' spam Added function to SimGroup to easily acquire child object by index Some minor cleanup of commented lines in asset browser Fixed forward/backward navigation arrow behavior in asset browser Fixed double-click navigation when the AB is in select mode Fixed erroneous 'could not acquire asset' messages when navigating folders in AB Added editor setting for UseGroupSnap snap option and integrated it into the UI interface Removed some duplicate settings from the EditorSettingsWindow
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14 changed files with 102 additions and 57 deletions
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@ -511,8 +511,9 @@ bool TSStatic::_createShape()
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}
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//Set up the material slot vars for easy manipulation
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S32 materialCount = mShape->materialList->getMaterialNameList().size(); //mMeshAsset->getMaterialCount();
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/*S32 materialCount = mShape->materialList->getMaterialNameList().size(); //mMeshAsset->getMaterialCount();
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//Temporarily disabled until fixup of materialName->assetId lookup logic is sorted for easy persistance
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if (isServerObject())
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{
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char matFieldName[128];
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@ -526,15 +527,13 @@ bool TSStatic::_createShape()
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setDataField(matFld, NULL, materialname);
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}
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}
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}*/
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return true;
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}
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void TSStatic::onDynamicModified(const char* slotName, const char* newValue)
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{
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bool isSrv = isServerObject();
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if (FindMatch::isMatch("materialslot*", slotName, false))
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{
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if (!getShape())
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