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https://github.com/TorqueGameEngines/Torque3D.git
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set preview image
set the image asset preview image for namedTargets
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@ -649,6 +649,14 @@ DefineEngineMethod(ImageAsset, getImageInfo, const char*, (), ,
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return object->getImageInfo();
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}
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DefineEngineMethod(ImageAsset, isNamedTarget, bool, (), ,
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"Gets whether this image is a named target.\n"
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"@return bool for isNamedTarget.")
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{
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return object->isNamedTarget();
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}
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#ifdef TORQUE_TOOLS
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DefineEngineStaticMethod(ImageAsset, getAssetIdByFilename, const char*, (const char* filePath), (""),
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"Queries the Asset Database to see if any asset exists that is associated with the provided file path.\n"
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@ -179,8 +179,8 @@ function AssetBrowser::buildImageAssetPreview(%this, %assetDef, %previewData)
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{
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//%module = %this.dirHandler.getModuleFromAddress(makeRelativePath(filePath(%assetDef.getImagePath())));
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%previewData.previewImage = "ToolsModule:genericAssetIcon_image";
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%previewData.previewLoaded = false; //this marks it for loading progressively later
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%previewData.previewImage = %assetDef.isNamedTarget() ? "Core_Rendering:namedTarget_image" : "ToolsModule:genericAssetIcon_image";
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%previewData.previewLoaded = %assetDef.isNamedTarget() ? true : false; //if image target we are loaded, else mark for loading later.
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%previewData.assetName = %assetDef.assetName;
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%previewData.assetPath = %assetDef.scriptFile;
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