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Asset Browser initial implementation - Asset updates.
Script execution on certain existing assets, new asset types and some tweaks to the managers.
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commit
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41 changed files with 3173 additions and 96 deletions
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@ -61,6 +61,15 @@
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#ifndef COMPONENTASSET_H
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#include "T3D/assets/ComponentAsset.h"
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#endif
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#ifndef GUI_ASSET_H
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#include "T3D/assets/GUIAsset.h"
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#endif
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#ifndef SCRIPT_ASSET_H
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#include "T3D/assets/ScriptAsset.h"
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#endif
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#ifndef MATERIALASSET_H
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#include "T3D/assets/MaterialAsset.h"
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#endif
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// Script bindings.
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#include "assetManager_ScriptBinding.h"
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@ -251,6 +260,18 @@ bool AssetManager::loadModuleAutoLoadAssets(ModuleDefinition* pModuleDefinition)
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{
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assetBase = mTaml.read<ComponentAsset>(assetDef->mAssetBaseFilePath);
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}
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else if (assetDef->mAssetType == StringTable->insert("GUIAsset"))
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{
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assetBase = mTaml.read<GUIAsset>(assetDef->mAssetBaseFilePath);
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}
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else if (assetDef->mAssetType == StringTable->insert("ScriptAsset"))
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{
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assetBase = mTaml.read<ScriptAsset>(assetDef->mAssetBaseFilePath);
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}
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else if (assetDef->mAssetType == StringTable->insert("MaterialAsset"))
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{
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assetBase = mTaml.read<MaterialAsset>(assetDef->mAssetBaseFilePath);
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}
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//load the asset now if valid
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if (assetBase)
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@ -2369,6 +2390,13 @@ S32 AssetManager::findAssetLooseFile( AssetQuery* pAssetQuery, const char* pLoos
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//-----------------------------------------------------------------------------
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AssetManager::typeAssetDependsOnHash* AssetManager::getDependedOnAssets()
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{
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// Find any asset dependencies.
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return &mAssetDependsOn;
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}
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//-----------------------------------------------------------------------------
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bool AssetManager::scanDeclaredAssets( const char* pPath, const char* pExtension, const bool recurse, ModuleDefinition* pModuleDefinition )
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{
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// Debug Profiling.
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