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https://github.com/TorqueGameEngines/Torque3D.git
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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
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21 changed files with 263 additions and 255 deletions
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@ -51,6 +51,9 @@ function ChooseLevelDlg::onWake( %this )
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for(%i=0; %i < %count; %i++)
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{
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%assetId = %assetQuery.getAsset(%i);
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if(AssetDatabase.getAssetModule(%assetId).ModuleId $= "ToolsModule")
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continue;
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%levelAsset = AssetDatabase.acquireAsset(%assetId);
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@ -93,53 +96,6 @@ function ChooseLevelDlg::onWake( %this )
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else
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LevelSelectTitle.setText("CREATE SERVER");
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/*for (%i = 0; %i < LevelList.rowCount(); %i++)
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{
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%preview = new GuiButtonCtrl() {
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profile = "GuiMenuButtonProfile";
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internalName = "SmallPreview" @ %i;
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Extent = "368 35";
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text = getField(CL_levelList.getRowText(%i), 0);
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command = "ChooseLevelWindow.previewSelected(ChooseLevelWindow->SmallPreviews->SmallPreview" @ %i @ ");";
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buttonType = "RadioButton";
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};
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ChooseLevelWindow->SmallPreviews.add(%preview);
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%rowText = CL_levelList.getRowText(%i);
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// Set the level index
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%preview.levelIndex = %i;
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// Get the name
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%name = getField(CL_levelList.getRowText(%i), 0);
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%preview.levelName = %name;
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%file = getField(CL_levelList.getRowText(%i), 1);
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// Find the preview image
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%levelPreview = getField(CL_levelList.getRowText(%i), 3);
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// Test against all of the different image formats
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// This should probably be moved into an engine function
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if (isFile(%levelPreview @ ".png") ||
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isFile(%levelPreview @ ".jpg") ||
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isFile(%levelPreview @ ".bmp") ||
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isFile(%levelPreview @ ".gif") ||
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isFile(%levelPreview @ ".jng") ||
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isFile(%levelPreview @ ".mng") ||
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isFile(%levelPreview @ ".tga"))
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{
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%preview.bitmap = %levelPreview;
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}
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// Get the description
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%desc = getField(CL_levelList.getRowText(%i), 2);
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%preview.levelDesc = %desc;
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}*/
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ChooseLevelButtonHolder.setActive();
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}
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@ -184,28 +140,7 @@ function ChooseLevelDlg::addMissionFile( %this, %file )
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function ChooseLevelDlg::addLevelAsset( %this, %levelAsset )
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{
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%file = %levelAsset.getLevelFile();
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/*%levelName = fileBase(%file);
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%levelDesc = "A Torque level";
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%LevelInfoObject = getLevelInfo(%file);
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if (%LevelInfoObject != 0)
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{
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if(%LevelInfoObject.levelName !$= "")
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%levelName = %LevelInfoObject.levelName;
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else if(%LevelInfoObject.name !$= "")
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%levelName = %LevelInfoObject.name;
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if (%LevelInfoObject.desc0 !$= "")
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%levelDesc = %LevelInfoObject.desc0;
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if (%LevelInfoObject.preview !$= "")
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%levelPreview = %LevelInfoObject.preview;
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%LevelInfoObject.delete();
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}*/
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%file = %levelAsset.getAssetId();
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%levelName = %levelAsset.LevelName;
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%levelDesc = %levelAsset.description;
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@ -224,7 +159,7 @@ function LevelList::onChange(%this)
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ChooseLevelWindow->LevelName.text = getField(%levelEntry, 0);
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// Get the level file
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$selectedLevelFile = getField(%levelEntry, 1);
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$selectedLevelAsset = getField(%levelEntry, 1);
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// Find the preview image
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%levelPreview = getField(%levelEntry, 3);
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