From 40dd926873de21dd4c75e43db0b300f244ee8e0f Mon Sep 17 00:00:00 2001 From: Areloch Date: Wed, 19 Aug 2020 18:30:42 -0500 Subject: [PATCH] Adds function for sceneObjects to report utilized assets Add reporting of used assets to tsStatics and TerrData When saving a Scene, it will write static object asset dependencies to it's levelAsset Shifted level loader logic to pass up the levelAsset rather than full level path Made it so when level is loading, the levelAsset loads its dependencies. When the level is ended, as part of cleanup, they are unloaded Shifts defaultEditorLevel to be an actual asset and made the ToolsModule load assets Fixes the Save As action to correctly save out to the new level asset Fixed the autoLoadAssets logic to be cleaner and not manually check types Removed extra, unused DefaultEditorFile file --- Engine/source/T3D/Scene.cpp | 119 +++++++++++++++ Engine/source/T3D/Scene.h | 7 + Engine/source/T3D/assets/LevelAsset.cpp | 43 ++++++ Engine/source/T3D/assets/LevelAsset.h | 5 + Engine/source/T3D/assets/TerrainAsset.cpp | 1 - Engine/source/T3D/tsStatic.cpp | 6 + Engine/source/T3D/tsStatic.h | 2 + Engine/source/assets/assetManager.cpp | 34 ++--- Engine/source/scene/sceneObject.h | 2 + Engine/source/terrain/terrData.cpp | 5 + Engine/source/terrain/terrData.h | 2 + .../core/clientServer/Core_ClientServer.cs | 8 +- .../clientServer/scripts/server/levelLoad.cs | 15 +- .../clientServer/scripts/server/server.cs | 12 +- .../game/data/ui/guis/chooseLevelDlg.cs | 75 +--------- Templates/BaseGame/game/tools/Tools.cs | 2 +- Templates/BaseGame/game/tools/Tools.module | 8 +- .../game/tools/levels/DefaultEditorFile.mis | 141 ------------------ .../levels/DefaultEditorLevel.asset.taml | 10 ++ Templates/BaseGame/game/tools/main.cs | 2 +- .../worldEditor/scripts/menuHandlers.ed.cs | 19 ++- 21 files changed, 263 insertions(+), 255 deletions(-) delete mode 100644 Templates/BaseGame/game/tools/levels/DefaultEditorFile.mis create mode 100644 Templates/BaseGame/game/tools/levels/DefaultEditorLevel.asset.taml diff --git a/Engine/source/T3D/Scene.cpp b/Engine/source/T3D/Scene.cpp index e2494743b..f762b160f 100644 --- a/Engine/source/T3D/Scene.cpp +++ b/Engine/source/T3D/Scene.cpp @@ -1,4 +1,5 @@ #include "Scene.h" +#include "T3D/assets/LevelAsset.h" Scene * Scene::smRootScene = nullptr; Vector Scene::smSceneList; @@ -180,6 +181,93 @@ void Scene::unpackUpdate(NetConnection *conn, BitStream *stream) } +void Scene::dumpUtilizedAssets() +{ + Con::printf("Dumping utilized assets in scene!"); + + Vector utilizedAssetsList; + for (U32 i = 0; i < mPermanentObjects.size(); i++) + { + mPermanentObjects[i]->getUtilizedAssets(&utilizedAssetsList); + } + + for (U32 i = 0; i < mDynamicObjects.size(); i++) + { + mDynamicObjects[i]->getUtilizedAssets(&utilizedAssetsList); + } + + for (U32 i = 0; i < utilizedAssetsList.size(); i++) + { + Con::printf("Utilized Asset: %s", utilizedAssetsList[i]); + } + + Con::printf("Utilized Asset dump complete!"); +} + +StringTableEntry Scene::getOriginatingFile() +{ + return getFilename(); +} + +StringTableEntry Scene::getLevelAsset() +{ + StringTableEntry levelFile = getFilename(); + + if (levelFile == StringTable->EmptyString()) + return StringTable->EmptyString(); + + AssetQuery* query = new AssetQuery(); + query->registerObject(); + + S32 foundAssetcount = AssetDatabase.findAssetLooseFile(query, levelFile); + if (foundAssetcount == 0) + return StringTable->EmptyString(); + else + return query->mAssetList[0]; +} + +bool Scene::saveScene(StringTableEntry fileName) +{ + //So, we ultimately want to not only save out the level, but also collate all the assets utilized + //by the static objects in the scene so we can have those before we parse the level file itself + //Useful for preloading or stat tracking + + //First, save the level file + if (fileName == StringTable->EmptyString()) + { + fileName = getOriginatingFile(); + } + + bool saveSuccess = save(fileName); + + if (!saveSuccess) + return false; + + //Get the level asset + StringTableEntry levelAsset = getLevelAsset(); + if (levelAsset == StringTable->EmptyString()) + return saveSuccess; + + LevelAsset* levelAssetDef = AssetDatabase.acquireAsset(levelAsset); + levelAssetDef->clearAssetDependencyFields("staticObjectAssetDependency"); + + //Next, lets build out our + Vector utilizedAssetsList; + for (U32 i = 0; i < mPermanentObjects.size(); i++) + { + mPermanentObjects[i]->getUtilizedAssets(&utilizedAssetsList); + } + + for (U32 i = 0; i < utilizedAssetsList.size(); i++) + { + levelAssetDef->addAssetDependencyField("staticObjectAssetDependency", utilizedAssetsList[i]); + } + + saveSuccess = levelAssetDef->saveAsset(); + + return saveSuccess; +} + // Vector Scene::getObjectsByClass(String className, bool checkSubscenes) { @@ -251,3 +339,34 @@ DefineEngineMethod(Scene, getObjectsByClass, String, (String className), (""), //return object->getObjectsByClass(className); return ""; } + +DefineEngineMethod(Scene, dumpUtilizedAssets, void, (), , + "Get the root Scene object that is loaded.\n" + "@return The id of the Root Scene. Will be 0 if no root scene is loaded") +{ + object->dumpUtilizedAssets(); +} + +DefineEngineMethod(Scene, getOriginatingFile, const char*, (), , + "Get the root Scene object that is loaded.\n" + "@return The id of the Root Scene. Will be 0 if no root scene is loaded") +{ + return object->getOriginatingFile(); +} + +DefineEngineMethod(Scene, getLevelAsset, const char*, (), , + "Get the root Scene object that is loaded.\n" + "@return The id of the Root Scene. Will be 0 if no root scene is loaded") +{ + return object->getLevelAsset(); +} + +DefineEngineMethod(Scene, save, bool, (const char* fileName), (""), + "Save out the object to the given file.\n" + "@param fileName The name of the file to save to." + "@param selectedOnly If true, only objects marked as selected will be saved out.\n" + "@param preAppendString Text which will be preprended directly to the object serialization.\n" + "@param True on success, false on failure.") +{ + return object->saveScene(StringTable->insert(fileName)); +} diff --git a/Engine/source/T3D/Scene.h b/Engine/source/T3D/Scene.h index f75d29ce9..ca2238be6 100644 --- a/Engine/source/T3D/Scene.h +++ b/Engine/source/T3D/Scene.h @@ -62,6 +62,13 @@ public: void addDynamicObject(SceneObject* object); void removeDynamicObject(SceneObject* object); + void dumpUtilizedAssets(); + + StringTableEntry getOriginatingFile(); + StringTableEntry getLevelAsset(); + + bool saveScene(StringTableEntry fileName); + // //Networking U32 packUpdate(NetConnection *conn, U32 mask, BitStream *stream); diff --git a/Engine/source/T3D/assets/LevelAsset.cpp b/Engine/source/T3D/assets/LevelAsset.cpp index b8f83f94c..770c94f53 100644 --- a/Engine/source/T3D/assets/LevelAsset.cpp +++ b/Engine/source/T3D/assets/LevelAsset.cpp @@ -330,9 +330,52 @@ void LevelAsset::setNavmeshFile(const char* pNavmeshFile) 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(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, getLevelFile, const char*, (),, "Creates a new script asset using the targetFilePath.\n" "@return The bool result of calling exec") { return object->getLevelPath(); } + +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(); +} diff --git a/Engine/source/T3D/assets/LevelAsset.h b/Engine/source/T3D/assets/LevelAsset.h index 2199d476c..eb91f3142 100644 --- a/Engine/source/T3D/assets/LevelAsset.h +++ b/Engine/source/T3D/assets/LevelAsset.h @@ -67,6 +67,8 @@ class LevelAsset : public AssetBase StringTableEntry mGamemodeName; + Vector mAssetDependencies; + public: LevelAsset(); virtual ~LevelAsset(); @@ -78,6 +80,9 @@ public: /// Declare Console Object. DECLARE_CONOBJECT(LevelAsset); + void loadDependencies(); + void unloadDependencies(); + void setLevelFile(const char* pImageFile); inline StringTableEntry getLevelFile(void) const { return mLevelFile; }; void setPostFXPresetFile(const char* pPostFXPresetFile); diff --git a/Engine/source/T3D/assets/TerrainAsset.cpp b/Engine/source/T3D/assets/TerrainAsset.cpp index 32223580b..52d81ccc8 100644 --- a/Engine/source/T3D/assets/TerrainAsset.cpp +++ b/Engine/source/T3D/assets/TerrainAsset.cpp @@ -221,7 +221,6 @@ bool TerrainAsset::loadTerrain() //Force the asset to become initialized if it hasn't been already AssetPtr matAsset = assetId; - mTerrMaterialAssets.push_front(matAsset); } diff --git a/Engine/source/T3D/tsStatic.cpp b/Engine/source/T3D/tsStatic.cpp index 96ad599b3..3689a12b7 100644 --- a/Engine/source/T3D/tsStatic.cpp +++ b/Engine/source/T3D/tsStatic.cpp @@ -1691,6 +1691,12 @@ void TSStatic::updateMaterials() mShapeInstance->initMaterialList(); } +void TSStatic::getUtilizedAssets(Vector* usedAssetsList) +{ + if(!mShapeAsset.isNull()) + usedAssetsList->push_back_unique(mShapeAssetId); +} + //------------------------------------------------------------------------ //These functions are duplicated in tsStatic and shapeBase. //They each function a little differently; but achieve the same purpose of gathering diff --git a/Engine/source/T3D/tsStatic.h b/Engine/source/T3D/tsStatic.h index 1d1ff0673..c08986b9c 100644 --- a/Engine/source/T3D/tsStatic.h +++ b/Engine/source/T3D/tsStatic.h @@ -286,6 +286,8 @@ public: bool isAnimated() { return mPlayAmbient; } + virtual void getUtilizedAssets(Vector* usedAssetsList); + private: virtual void onStaticModified(const char* slotName, const char* newValue = NULL); protected: diff --git a/Engine/source/assets/assetManager.cpp b/Engine/source/assets/assetManager.cpp index 9a710febe..5293fdc55 100644 --- a/Engine/source/assets/assetManager.cpp +++ b/Engine/source/assets/assetManager.cpp @@ -253,30 +253,22 @@ bool AssetManager::loadModuleAutoLoadAssets(ModuleDefinition* pModuleDefinition) if (assetDef->mAssetType == pAutoloadAssets->getAssetType()) { - //TODO: this is stupid and ugly, need to properly automagically parse the class for registration - AssetBase* assetBase = nullptr; + String assetPath = assetDef->mAssetBaseFilePath; + assetPath.replace("//", "/"); - if (assetDef->mAssetType == StringTable->insert("GUIAsset")) - { - assetBase = mTaml.read(assetDef->mAssetBaseFilePath); - } - else if (assetDef->mAssetType == StringTable->insert("ScriptAsset")) - { - assetBase = mTaml.read(assetDef->mAssetBaseFilePath); - } - else if (assetDef->mAssetType == StringTable->insert("MaterialAsset")) - { - assetBase = mTaml.read(assetDef->mAssetBaseFilePath); - } - else if (assetDef->mAssetType == StringTable->insert("GameObjectAsset")) - { - assetBase = mTaml.read(assetDef->mAssetBaseFilePath); - } + String autoLoadPath = pModuleDefinition->getModulePath(); + autoLoadPath += "/"; + autoLoadPath += pAutoloadAssets->getPath(); - //load the asset now if valid - if (assetBase) + if (pAutoloadAssets->getPath() == StringTable->EmptyString() || assetPath.startsWith(autoLoadPath.c_str())) { - assetBase->setOwned(this, assetDef); + AssetBase* assetBase = dynamic_cast(mTaml.read(assetDef->mAssetBaseFilePath)); + + //load the asset now if valid + if (assetBase) + { + assetBase->setOwned(this, assetDef); + } } } } diff --git a/Engine/source/scene/sceneObject.h b/Engine/source/scene/sceneObject.h index 36c8e1cad..a3140156a 100644 --- a/Engine/source/scene/sceneObject.h +++ b/Engine/source/scene/sceneObject.h @@ -942,6 +942,8 @@ class SceneObject : public NetObject, private SceneContainer::Link, public Proce /// notification that a direct child object has been detached virtual void onLostChild(SceneObject *subObject); // PATHSHAPE END + + virtual void getUtilizedAssets(Vector* usedAssetsList) {} }; #endif // _SCENEOBJECT_H_ diff --git a/Engine/source/terrain/terrData.cpp b/Engine/source/terrain/terrData.cpp index d96a9e41e..d6b2dd7d2 100644 --- a/Engine/source/terrain/terrData.cpp +++ b/Engine/source/terrain/terrData.cpp @@ -1420,6 +1420,11 @@ void TerrainBlock::getMinMaxHeight( F32 *minHeight, F32 *maxHeight ) const *maxHeight = fixedToFloat( sq->maxHeight ); } +void TerrainBlock::getUtilizedAssets(Vector* usedAssetsList) +{ + if (!mTerrainAsset.isNull()) + usedAssetsList->push_back_unique(mTerrainAssetId); +} //----------------------------------------------------------------------------- // Console Methods //----------------------------------------------------------------------------- diff --git a/Engine/source/terrain/terrData.h b/Engine/source/terrain/terrData.h index 15b02bee5..fac5dd940 100644 --- a/Engine/source/terrain/terrData.h +++ b/Engine/source/terrain/terrData.h @@ -474,6 +474,8 @@ public: U32 packUpdate (NetConnection *conn, U32 mask, BitStream *stream); void unpackUpdate(NetConnection *conn, BitStream *stream); void inspectPostApply(); + + virtual void getUtilizedAssets(Vector* usedAssetsList); protected: bool mIgnoreZodiacs; diff --git a/Templates/BaseGame/game/core/clientServer/Core_ClientServer.cs b/Templates/BaseGame/game/core/clientServer/Core_ClientServer.cs index 9f774c465..578db7523 100644 --- a/Templates/BaseGame/game/core/clientServer/Core_ClientServer.cs +++ b/Templates/BaseGame/game/core/clientServer/Core_ClientServer.cs @@ -60,11 +60,11 @@ function Core_ClientServer::onDestroy( %this ) } //----------------------------------------------------------------------------- -function StartGame( %mission, %hostingType ) +function StartGame( %levelAsset, %hostingType ) { - if( %mission $= "" ) + if( %levelAsset $= "" ) { - %mission = $selectedLevelFile; + %levelAsset = $selectedLevelAsset; } if (%hostingType !$= "") @@ -88,7 +88,7 @@ function StartGame( %mission, %hostingType ) Canvas.repaint(); } - createAndConnectToLocalServer( %serverType, %mission ); + createAndConnectToLocalServer( %serverType, %levelAsset ); } function JoinGame( %serverIndex ) diff --git a/Templates/BaseGame/game/core/clientServer/scripts/server/levelLoad.cs b/Templates/BaseGame/game/core/clientServer/scripts/server/levelLoad.cs index f6585aa84..340ea5fe5 100644 --- a/Templates/BaseGame/game/core/clientServer/scripts/server/levelLoad.cs +++ b/Templates/BaseGame/game/core/clientServer/scripts/server/levelLoad.cs @@ -33,22 +33,26 @@ $MissionLoadPause = 5000; //----------------------------------------------------------------------------- //This is the first call made by the server to kick the loading process off -function loadMission( %missionName, %isFirstMission ) +function loadMission( %levelAsset, %isFirstMission ) { endMission(); - echo("*** LOADING MISSION: " @ %missionName); + $Server::LevelAsset = AssetDatabase.acquireAsset(%levelAsset); + + echo("*** LOADING MISSION: " @ $Server::LevelAsset.LevelName); echo("*** Stage 1 load"); // increment the mission sequence (used for ghost sequencing) $missionSequence++; $missionRunning = false; - $Server::MissionFile = %missionName; + $Server::MissionFile = $Server::LevelAsset.getLevelFile(); $Server::LoadFailMsg = ""; + + $Server::LevelAsset.loadDependencies(); // Extract mission info from the mission file, // including the display name and stuff to send // to the client. - buildLoadInfo( %missionName ); + buildLoadInfo( $Server::MissionFile ); // Download mission info to the clients %count = ClientGroup.getCount(); @@ -163,6 +167,9 @@ function endMission() getScene(0).delete(); MissionCleanup.delete(); + if(isObject($Server::LevelAsset)) + AssetDatabase.releaseAsset($Server::LevelAsset.getAssetId()); //cleanup + if ($Pref::Server::EnableDatablockCache) resetDatablockCache(); DatablockFilesList.empty(); diff --git a/Templates/BaseGame/game/core/clientServer/scripts/server/server.cs b/Templates/BaseGame/game/core/clientServer/scripts/server/server.cs index 427af25b1..d5ab978c3 100644 --- a/Templates/BaseGame/game/core/clientServer/scripts/server/server.cs +++ b/Templates/BaseGame/game/core/clientServer/scripts/server/server.cs @@ -93,9 +93,9 @@ function portInit(%port) /// create a local client connection to the server. // /// @return true if successful. -function createAndConnectToLocalServer( %serverType, %level ) +function createAndConnectToLocalServer( %serverType, %levelAsset ) { - if( !createServer( %serverType, %level ) ) + if( !createServer( %serverType, %levelAsset ) ) return false; %conn = new GameConnection( ServerConnection ); @@ -124,7 +124,7 @@ function createAndConnectToLocalServer( %serverType, %level ) /// Create a server with either a "SinglePlayer" or "MultiPlayer" type /// Specify the level to load on the server -function createServer(%serverType, %level) +function createServer(%serverType, %levelAsset) { if($Game::firstTimeServerRun == true) { @@ -135,7 +135,7 @@ function createServer(%serverType, %level) // working with the server session we think we are. $Server::Session++; - if (%level $= "") + if (%levelAsset $= "") { error("createServer(): level name unspecified"); return false; @@ -143,7 +143,7 @@ function createServer(%serverType, %level) // Make sure our level name is relative so that it can send // across the network correctly - %level = makeRelativePath(%level, getWorkingDirectory()); + //%level = makeRelativePath(%level, getWorkingDirectory()); destroyServer(); @@ -176,7 +176,7 @@ function createServer(%serverType, %level) // the server has been created onServerCreated(); - loadMission(%level, true); + loadMission(%levelAsset, true); $Game::running = true; diff --git a/Templates/BaseGame/game/data/ui/guis/chooseLevelDlg.cs b/Templates/BaseGame/game/data/ui/guis/chooseLevelDlg.cs index f325d8b7f..93b9a269c 100644 --- a/Templates/BaseGame/game/data/ui/guis/chooseLevelDlg.cs +++ b/Templates/BaseGame/game/data/ui/guis/chooseLevelDlg.cs @@ -51,6 +51,9 @@ function ChooseLevelDlg::onWake( %this ) for(%i=0; %i < %count; %i++) { %assetId = %assetQuery.getAsset(%i); + + if(AssetDatabase.getAssetModule(%assetId).ModuleId $= "ToolsModule") + continue; %levelAsset = AssetDatabase.acquireAsset(%assetId); @@ -93,53 +96,6 @@ function ChooseLevelDlg::onWake( %this ) else LevelSelectTitle.setText("CREATE SERVER"); - /*for (%i = 0; %i < LevelList.rowCount(); %i++) - { - %preview = new GuiButtonCtrl() { - profile = "GuiMenuButtonProfile"; - internalName = "SmallPreview" @ %i; - Extent = "368 35"; - text = getField(CL_levelList.getRowText(%i), 0); - command = "ChooseLevelWindow.previewSelected(ChooseLevelWindow->SmallPreviews->SmallPreview" @ %i @ ");"; - buttonType = "RadioButton"; - }; - - ChooseLevelWindow->SmallPreviews.add(%preview); - - %rowText = CL_levelList.getRowText(%i); - - // Set the level index - %preview.levelIndex = %i; - - // Get the name - %name = getField(CL_levelList.getRowText(%i), 0); - - %preview.levelName = %name; - - %file = getField(CL_levelList.getRowText(%i), 1); - - // Find the preview image - %levelPreview = getField(CL_levelList.getRowText(%i), 3); - - // Test against all of the different image formats - // This should probably be moved into an engine function - if (isFile(%levelPreview @ ".png") || - isFile(%levelPreview @ ".jpg") || - isFile(%levelPreview @ ".bmp") || - isFile(%levelPreview @ ".gif") || - isFile(%levelPreview @ ".jng") || - isFile(%levelPreview @ ".mng") || - isFile(%levelPreview @ ".tga")) - { - %preview.bitmap = %levelPreview; - } - - // Get the description - %desc = getField(CL_levelList.getRowText(%i), 2); - - %preview.levelDesc = %desc; - }*/ - ChooseLevelButtonHolder.setActive(); } @@ -184,28 +140,7 @@ function ChooseLevelDlg::addMissionFile( %this, %file ) function ChooseLevelDlg::addLevelAsset( %this, %levelAsset ) { - %file = %levelAsset.getLevelFile(); - - /*%levelName = fileBase(%file); - %levelDesc = "A Torque level"; - - %LevelInfoObject = getLevelInfo(%file); - - if (%LevelInfoObject != 0) - { - if(%LevelInfoObject.levelName !$= "") - %levelName = %LevelInfoObject.levelName; - else if(%LevelInfoObject.name !$= "") - %levelName = %LevelInfoObject.name; - - if (%LevelInfoObject.desc0 !$= "") - %levelDesc = %LevelInfoObject.desc0; - - if (%LevelInfoObject.preview !$= "") - %levelPreview = %LevelInfoObject.preview; - - %LevelInfoObject.delete(); - }*/ + %file = %levelAsset.getAssetId(); %levelName = %levelAsset.LevelName; %levelDesc = %levelAsset.description; @@ -224,7 +159,7 @@ function LevelList::onChange(%this) ChooseLevelWindow->LevelName.text = getField(%levelEntry, 0); // Get the level file - $selectedLevelFile = getField(%levelEntry, 1); + $selectedLevelAsset = getField(%levelEntry, 1); // Find the preview image %levelPreview = getField(%levelEntry, 3); diff --git a/Templates/BaseGame/game/tools/Tools.cs b/Templates/BaseGame/game/tools/Tools.cs index fcbcf66ed..c9e0e01f5 100644 --- a/Templates/BaseGame/game/tools/Tools.cs +++ b/Templates/BaseGame/game/tools/Tools.cs @@ -16,7 +16,7 @@ function ToolsModule::onCreate(%this) // to find exactly which subsystems should be readied before kicking things off. // ---------------------------------------------------------------------------- - ModuleDatabase.LoadExplicit( "MainEditor" ); + //ModuleDatabase.LoadExplicit( "MainEditor" ); //ModuleDatabase.LoadExplicit( "Tools_ObjectViewer" ); } diff --git a/Templates/BaseGame/game/tools/Tools.module b/Templates/BaseGame/game/tools/Tools.module index b710db944..ac27644a9 100644 --- a/Templates/BaseGame/game/tools/Tools.module +++ b/Templates/BaseGame/game/tools/Tools.module @@ -5,4 +5,10 @@ ScriptFile="Tools.cs" CreateFunction="onCreate" DestroyFunction="onDestroy" - Group="Tools"/> \ No newline at end of file + Group="Tools"> + + \ No newline at end of file diff --git a/Templates/BaseGame/game/tools/levels/DefaultEditorFile.mis b/Templates/BaseGame/game/tools/levels/DefaultEditorFile.mis deleted file mode 100644 index e6fe2b4fb..000000000 --- a/Templates/BaseGame/game/tools/levels/DefaultEditorFile.mis +++ /dev/null @@ -1,141 +0,0 @@ -//--- OBJECT WRITE BEGIN --- -new Scene(EditorTemplateLevel) { - canSave = "1"; - canSaveDynamicFields = "1"; - isSubScene = "0"; - isEditing = "0"; - isDirty = "0"; - cdTrack = "2"; - CTF_scoreLimit = "5"; - Enabled = "1"; - musicTrack = "lush"; - - new LevelInfo(theLevelInfo) { - nearClip = "0.1"; - visibleDistance = "1000"; - visibleGhostDistance = "0"; - decalBias = "0.0015"; - fogColor = "0.6 0.6 0.7 1"; - fogDensity = "0"; - fogDensityOffset = "700"; - fogAtmosphereHeight = "0"; - canvasClearColor = "0 0 0 255"; - ambientLightBlendPhase = "1"; - ambientLightBlendCurve = "0 0 -1 -1"; - soundAmbience = "AudioAmbienceDefault"; - soundDistanceModel = "Linear"; - canSave = "1"; - canSaveDynamicFields = "1"; - advancedLightmapSupport = "0"; - desc0 = "A blank room template that acts as a starting point."; - Enabled = "1"; - LevelName = "Blank Room Template"; - }; - new SkyBox(theSky) { - Material = "BlankSkyMat"; - drawBottom = "0"; - fogBandHeight = "0"; - dirtyGameObject = "0"; - position = "0 0 0"; - rotation = "1 0 0 0"; - scale = "1 1 1"; - canSave = "1"; - canSaveDynamicFields = "1"; - }; - new Sun(theSun) { - azimuth = "230.396"; - elevation = "45"; - color = "0.968628 0.901961 0.901961 1"; - ambient = "0.337255 0.533333 0.619608 1"; - brightness = "1"; - castShadows = "1"; - staticRefreshFreq = "250"; - dynamicRefreshFreq = "8"; - coronaEnabled = "1"; - coronaScale = "0.5"; - coronaTint = "1 1 1 1"; - coronaUseLightColor = "1"; - flareScale = "1"; - attenuationRatio = "0 1 1"; - shadowType = "PSSM"; - texSize = "2048"; - overDarkFactor = "3000 1500 750 250"; - shadowDistance = "200"; - shadowSoftness = "0.25"; - numSplits = "4"; - logWeight = "0.9"; - fadeStartDistance = "0"; - lastSplitTerrainOnly = "0"; - representedInLightmap = "0"; - shadowDarkenColor = "0 0 0 -1"; - includeLightmappedGeometryInShadow = "0"; - dirtyGameObject = "0"; - position = "0 0 0"; - rotation = "1 0 0 0"; - scale = "1 1 1"; - canSave = "1"; - canSaveDynamicFields = "1"; - bias = "0.1"; - Blur = "1"; - Enabled = "1"; - height = "1024"; - lightBleedFactor = "0.8"; - minVariance = "0"; - pointShadowType = "PointShadowType_Paraboloid"; - shadowBox = "-100 -100 -100 100 100 100"; - splitFadeDistances = "1 1 1 1"; - width = "3072"; - }; - new GroundPlane() { - squareSize = "128"; - scaleU = "25"; - scaleV = "25"; - Material = "Grid_512_Grey"; - dirtyGameObject = "0"; - canSave = "1"; - canSaveDynamicFields = "1"; - Enabled = "1"; - position = "0 0 0"; - rotation = "1 0 0 0"; - scale = "1 1 1"; - }; - new Skylight() { - Enabled = "1"; - ReflectionMode = "Baked Cubemap"; - dirtyGameObject = "0"; - position = "1.37009 -5.23561 46.5817"; - rotation = "1 0 0 0"; - canSave = "1"; - canSaveDynamicFields = "1"; - persistentId = "d5eb3afb-dced-11e9-a423-bb0e346e3870"; - reflectionPath = "tools/levels/BlankRoom/probes/"; - }; - new TSStatic() { - ShapeAsset = "pbr:material_ball"; - playAmbient = "1"; - meshCulling = "0"; - originSort = "0"; - overrideColor = "0 0 0 0"; - collisionType = "Collision Mesh"; - decalType = "Collision Mesh"; - allowPlayerStep = "0"; - alphaFadeEnable = "0"; - alphaFadeStart = "100"; - alphaFadeEnd = "150"; - alphaFadeInverse = "0"; - renderNormals = "0"; - forceDetail = "-1"; - ignoreZodiacs = "0"; - useGradientRange = "0"; - gradientRange = "0 180"; - invertGradientRange = "0"; - dirtyGameObject = "0"; - position = "-0.000554562 -0.0734091 1.05277"; - rotation = "1 0 0 0"; - scale = "1 1 1"; - canSave = "1"; - canSaveDynamicFields = "1"; - materialSlot0 = "base_material_ball"; - }; -}; -//--- OBJECT WRITE END --- diff --git a/Templates/BaseGame/game/tools/levels/DefaultEditorLevel.asset.taml b/Templates/BaseGame/game/tools/levels/DefaultEditorLevel.asset.taml new file mode 100644 index 000000000..fc6aa0b1f --- /dev/null +++ b/Templates/BaseGame/game/tools/levels/DefaultEditorLevel.asset.taml @@ -0,0 +1,10 @@ + diff --git a/Templates/BaseGame/game/tools/main.cs b/Templates/BaseGame/game/tools/main.cs index 8ec861108..9f4068d7d 100644 --- a/Templates/BaseGame/game/tools/main.cs +++ b/Templates/BaseGame/game/tools/main.cs @@ -272,7 +272,7 @@ function fastLoadWorldEdit(%val) if( !$missionRunning ) { - EditorNewLevel("tools/levels/DefaultEditorLevel.mis"); + EditorNewLevel("ToolsModule:DefaultEditorLevel"); } else { diff --git a/Templates/BaseGame/game/tools/worldEditor/scripts/menuHandlers.ed.cs b/Templates/BaseGame/game/tools/worldEditor/scripts/menuHandlers.ed.cs index 17768e762..6abfee59e 100644 --- a/Templates/BaseGame/game/tools/worldEditor/scripts/menuHandlers.ed.cs +++ b/Templates/BaseGame/game/tools/worldEditor/scripts/menuHandlers.ed.cs @@ -199,7 +199,7 @@ function EditorOpenDeclarationInTorsion( %object ) EditorOpenFileInTorsion( makeFullPath( %fileName ), %object.getDeclarationLine() ); } -function EditorNewLevel( %file ) +function EditorNewLevel( %level ) { %saveFirst = false; if ( EditorIsDirty() ) @@ -219,18 +219,18 @@ function EditorNewLevel( %file ) Editor.getUndoManager().clearAll(); } - if( %file $= "" ) + if( %level $= "" ) { - %file = "tools/levels/DefaultEditorLevel.mis"; + %level = "ToolsModule:DefaultEditorLevel"; } if( !$missionRunning ) { activatePackage( "BootEditor" ); - StartGame( %file ); + StartGame( %level ); } else - EditorOpenMission(%file); + EditorOpenMission(%level); //EWorldEditor.isDirty = true; //ETerrainEditor.isDirty = true; @@ -360,6 +360,15 @@ function EditorSaveMissionAs( %levelAsset ) if( fileExt( %missionName ) !$= ".mis" ) %missionName = %missionName @ ".mis"; + //Update to be our active + $Server::MissionFile = %missionName; + %Server::LevelAsset = %levelAssetDef; + + //Do the save + EditorSaveMission(); + + //TODO: doublecheck that we rename the scene properly + //Make sure we have a selected module so we can create our module //if(AssetBrowser.selectedModule $= "") // Canvas.pushDialog(