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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.
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14 changed files with 221 additions and 153 deletions
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@ -595,3 +595,10 @@ void GuiInspectorTypeShapeAssetId::consoleInit()
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ConsoleBaseType::getType(TypeShapeAssetId)->setInspectorFieldType("GuiInspectorTypeShapeAssetId");
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}
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DefineEngineMethod(ShapeAsset, getShapeFile, const char*, (), ,
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"Creates a new script asset using the targetFilePath.\n"
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"@return The bool result of calling exec")
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{
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return object->getShapeFilePath();
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}
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