Adds functions to get the full path for level and shape asset files

Updated choose level UI to use getLevelPath function so it works again
Added a check for mis.dso for choose level UI as well in case it was compiled
Updated open asset in shape editor logic to use getShapeFile so it works again
Fixed on-exit crash after drag-n-drop importing of assets into the AB by properly using the import config object as a pointered object
Added sanity check when inspecting a TSStatic, if there isn't a materials inspector group for whatever reason to prevent a crash
Added filter logic so if in select mode for a specific asset type, it won't show datablocks, prefabs or other loosefiles
Removed unneeded setting of AB's current address path when creating a new terrain material asset
Added logic for forcing field validation in the create a new asset window. This fixes a problem where if you'd typed in a field but didn't hit enter and then immediately hit the done button, the typed string wasn't used.
This commit is contained in:
Areloch 2020-08-12 13:11:13 -05:00
parent 3108a08650
commit 69bfbb0978
14 changed files with 221 additions and 153 deletions

View file

@ -595,3 +595,10 @@ void GuiInspectorTypeShapeAssetId::consoleInit()
ConsoleBaseType::getType(TypeShapeAssetId)->setInspectorFieldType("GuiInspectorTypeShapeAssetId");
}
DefineEngineMethod(ShapeAsset, getShapeFile, const char*, (), ,
"Creates a new script asset using the targetFilePath.\n"
"@return The bool result of calling exec")
{
return object->getShapeFilePath();
}