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

@ -148,14 +148,14 @@ function ShapeEditorPlugin::onWorldEditorStartup(%this)
function ShapeEditorPlugin::openShapeAsset(%this, %assetDef)
{
%this.selectedAssetDef = %assetDef;
%this.open(%this.selectedAssetDef.fileName);
%this.open(%this.selectedAssetDef.getShapeFile());
}
function ShapeEditorPlugin::openShapeAssetId(%this, %assetId)
{
%this.selectedAssetDef = AssetDatabase.acquireAsset(%assetId);
//%this.selectedAssetDef = %assetDef;
%this.open(%this.selectedAssetDef.fileName);
%this.open(%this.selectedAssetDef.getShapeFile());
}
function ShapeEditorPlugin::open(%this, %filename)