mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-13 15:44:36 +00:00
Further conversions of missed file fields in core and tools
Assets created for missed objects and files Improvements to the Project Importer to correct a number of issues, including not parsing ,'s from object names, trimming whitespace, pruning script extensions from exec invokes
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36b31ae19d
commit
432d201569
49 changed files with 406 additions and 128 deletions
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@ -1238,7 +1238,7 @@ new GuiMouseEventCtrl(CameraSpeedDropdownCtrlContainer, EditorGuiGroup) {
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new GuiBitmapCtrl(){ // Fast
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position = "105 15";
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extent = "2 8";
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bitmap = "tools/gui/images/separator-h.png";
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bitmapAsset = "ToolsModule:separator_h_image";
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Profile = "ToolsGuiDefaultProfile";
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HorizSizing = "right";
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VertSizing = "bottom";
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@ -1246,7 +1246,7 @@ new GuiMouseEventCtrl(CameraSpeedDropdownCtrlContainer, EditorGuiGroup) {
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new GuiBitmapCtrl(){ // normal
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position = "73 15";
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extent = "2 8";
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bitmap = "tools/gui/images/separator-h.png";
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bitmapAsset = "ToolsModule:separator_h_image";
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Profile = "ToolsGuiDefaultProfile";
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HorizSizing = "right";
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VertSizing = "bottom";
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@ -1254,7 +1254,7 @@ new GuiMouseEventCtrl(CameraSpeedDropdownCtrlContainer, EditorGuiGroup) {
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new GuiBitmapCtrl(){ // slow
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position = "41 15";
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extent = "2 8";
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bitmap = "tools/gui/images/separator-h.png";
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bitmapAsset = "ToolsModule:separator_h_image";
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Profile = "ToolsGuiDefaultProfile";
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HorizSizing = "right";
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VertSizing = "bottom";
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@ -412,7 +412,7 @@ function TerrainMaterialDlg::setActiveMaterial( %this, %mat )
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%this-->baseTexCtrl.setBitmap( %mat.diffuseMap );
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%imgPath = $TerrainMaterialEditor::emptyMaterialImage;
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%this-->texBaseMap.setBitmap( %imgPath );
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%this-->texBaseMap.setBitmapAsset( %imgPath );
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if(%imgPath !$= $TerrainMaterialEditor::emptyMaterialImage)
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{
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@ -431,7 +431,7 @@ function TerrainMaterialDlg::setActiveMaterial( %this, %mat )
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if(%imgPath $= "")
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%imgPath = $TerrainMaterialEditor::emptyMaterialImage;
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%this-->texNormalMap.setBitmap( %imgPath );
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%this-->texNormalMap.setBitmapAsset( %imgPath );
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if(%imgPath !$= $TerrainMaterialEditor::emptyMaterialImage)
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{
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@ -450,7 +450,7 @@ function TerrainMaterialDlg::setActiveMaterial( %this, %mat )
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if(%imgPath $= "")
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%imgPath = $TerrainMaterialEditor::emptyMaterialImage;
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%this-->texORMConfigMap.setBitmap( %imgPath );
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%this-->texORMConfigMap.setBitmapAsset( %imgPath );
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if(%imgPath !$= $TerrainMaterialEditor::emptyMaterialImage)
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{
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@ -469,7 +469,7 @@ function TerrainMaterialDlg::setActiveMaterial( %this, %mat )
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if(%imgPath $= "")
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%imgPath = $TerrainMaterialEditor::emptyMaterialImage;
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%this-->texDetailMap.setBitmap( %imgPath );
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%this-->texDetailMap.setBitmapAsset( %imgPath );
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if(%imgPath !$= $TerrainMaterialEditor::emptyMaterialImage)
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{
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@ -488,7 +488,7 @@ function TerrainMaterialDlg::setActiveMaterial( %this, %mat )
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if(%imgPath $= "")
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%imgPath = $TerrainMaterialEditor::emptyMaterialImage;
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%this-->texMacroMap.setBitmap( %imgPath );
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%this-->texMacroMap.setBitmapAsset( %imgPath );
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if(%imgPath !$= $TerrainMaterialEditor::emptyMaterialImage)
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{
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@ -140,7 +140,7 @@ singleton PostEffect( AL_DepthVisualize )
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shader = AL_DepthVisualizeShader;
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stateBlock = AL_DefaultVisualizeState;
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texture[0] = "#deferred";
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texture[1] = "tools/worldEditor/images/depthviz";
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textureAsset[1] = "ToolsModule:depthviz_image";
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target = "$backBuffer";
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renderPriority = 9999;
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};
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