Corrected ShapeAsset array initpersist macro to assign arraySize

Uncommented line in preview build function for material assets so they generate the reduced preview image
Added cubeFace to cubemapData import processing vars checked
Updated ShapeBaseImageData convert vars to properly use asset var names
This commit is contained in:
Areloch 2021-08-08 23:44:17 -05:00
parent 34f0f01cea
commit 426f5974da
6 changed files with 23 additions and 23 deletions

View file

@ -1164,17 +1164,17 @@ void PlayerData::initPersistFields()
// Mounted images arrays
addArray( "Mounted Images", ShapeBase::MaxMountedImages );
INITPERSISTFIELD_SHAPEASSET_ARRAY(ShapeFP, PlayerData, "@brief File name of this player's shape that will be used in conjunction with the corresponding mounted image.\n\n"
"These optional parameters correspond to each mounted image slot to indicate a shape that is rendered "
"in addition to the mounted image shape. Typically these are a player's arms (or arm) that is "
"animated along with the mounted image's state animation sequences.\n");
addProtectedField( "shapeNameFP", TypeShapeFilename, Offset(mShapeFPName, PlayerData), &_setShapeFPData, &defaultProtectedGetFn, ShapeBase::MaxMountedImages,
addProtectedField("shapeNameFP", TypeShapeFilename, Offset(mShapeFPName, PlayerData), &_setShapeFPData, &defaultProtectedGetFn, ShapeBase::MaxMountedImages,
"@brief File name of this player's shape that will be used in conjunction with the corresponding mounted image.\n\n"
"These optional parameters correspond to each mounted image slot to indicate a shape that is rendered "
"in addition to the mounted image shape. Typically these are a player's arms (or arm) that is "
"animated along with the mounted image's state animation sequences.\n", AbstractClassRep::FIELD_HideInInspectors);
INITPERSISTFIELD_SHAPEASSET_ARRAY(ShapeFP, ShapeBase::MaxMountedImages, PlayerData, "@brief File name of this player's shape that will be used in conjunction with the corresponding mounted image.\n\n"
"These optional parameters correspond to each mounted image slot to indicate a shape that is rendered "
"in addition to the mounted image shape. Typically these are a player's arms (or arm) that is "
"animated along with the mounted image's state animation sequences.\n");
endArray( "Mounted Images" );
endGroup( "First Person Arms" );