mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 03:33:48 +00:00
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:
parent
3108a08650
commit
69bfbb0978
14 changed files with 221 additions and 153 deletions
|
|
@ -1703,6 +1703,9 @@ void TSStatic::onInspect(GuiInspector* inspector)
|
|||
|
||||
//Put the GameObject group before everything that'd be gameobject-effecting, for orginazational purposes
|
||||
GuiInspectorGroup* materialGroup = inspector->findExistentGroup(StringTable->insert("Materials"));
|
||||
if (!materialGroup)
|
||||
return;
|
||||
|
||||
GuiControl* stack = dynamic_cast<GuiControl*>(materialGroup->findObjectByInternalName(StringTable->insert("Stack")));
|
||||
|
||||
//Do this on both the server and client
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue