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https://github.com/TorqueGameEngines/Torque3D.git
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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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3108a08650
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14 changed files with 221 additions and 153 deletions
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@ -54,9 +54,9 @@ function ChooseLevelDlg::onWake( %this )
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%levelAsset = AssetDatabase.acquireAsset(%assetId);
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%file = %levelAsset.LevelFile;
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%file = %levelAsset.getLevelFile();
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if ( !isFile(%file @ ".mis") && !isFile(%file) )
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if ( !isFile(%file @ ".mis") && !isFile(%file @ ".mis.dso") &&!isFile(%file) )
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continue;
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// Skip our new level/mission if we arent choosing a level
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@ -184,7 +184,7 @@ function ChooseLevelDlg::addMissionFile( %this, %file )
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function ChooseLevelDlg::addLevelAsset( %this, %levelAsset )
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{
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%file = %levelAsset.LevelFile;
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%file = %levelAsset.getLevelFile();
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/*%levelName = fileBase(%file);
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%levelDesc = "A Torque level";
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