Added fallback handling to MaterialAssets if the asset was found but the matDef was not

Added import config handling for prepending Directory to asset name
Added handling for import config of appending a sound suffix
Integrated handling of directory prepend and asset type suffix to rename issue resolution of asset importing
Corrected miswording of warn message for duplicate object names
Correct GUI issues with verve tools
Convert verve tools to utilize assets for their GUI elements
Fix window binding/naming issue depending on window mode for verve
Fix popup menus formatting for verve
WIP fix for material swap in Material editor. Corrects crash, but swap action is unreliable depending on object type
Fix display issue with mission area editor toolbar button image
Fix tooltip display of SFXEmitters in editor tree to correctly show the bound asset
Changed network graph accelerator keybind from just N to Ctrl N to avoid keybind issues when typing
Fixed Create New Emitter button in particle emitter that was showing as no texture
This commit is contained in:
Areloch 2021-10-28 23:52:58 -05:00
parent 59bebe0bb4
commit 0fab2ebf54
34 changed files with 590 additions and 636 deletions

View file

@ -319,6 +319,12 @@ U32 MaterialAsset::getAssetByMaterialName(StringTableEntry matName, AssetPtr<Mat
AssetDatabase.releaseAsset(query.mAssetList[i]); //cleanup if that's not the one we needed
}
}
//Somehow we failed to bind an asset, so just use the fallback and mark the failure
matAsset->setAssetId(MaterialAsset::smNoMaterialAssetFallback);
(*matAsset)->mLoadedState = AssetErrCode::UsingFallback;
return AssetErrCode::UsingFallback;
}
StringTableEntry MaterialAsset::getAssetIdByMaterialName(StringTableEntry matName)