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

@ -350,8 +350,6 @@ function TerrainMaterialDlg::newMat( %this )
%module = AssetBrowser.dirHandler.getModuleFromAddress(%path);
AssetBrowser.selectedModule = %module.moduleID;
AssetBrowser.dirHandler.currentAddress = "data/" @ %module.moduleID;
AssetBrowser.setupCreateNewAsset("TerrainMaterialAsset", AssetBrowser.selectedModule);
}

View file

@ -355,7 +355,7 @@ function EditorSaveMissionAs( %levelAsset )
return;
}
%missionName = %levelAssetDef.LevelFile;
%missionName = %levelAssetDef.getLevelFile();
if( fileExt( %missionName ) !$= ".mis" )
%missionName = %missionName @ ".mis";
@ -427,7 +427,7 @@ function EditorOpenMission(%levelAsset)
updateRecentLevelsListing();
%filename = %assetDef.levelFile;
%filename = %assetDef.getlevelFile();
if(%filename $= "")
{
@ -473,7 +473,7 @@ function EditorOpenMission(%levelAsset)
function EditorOpenSceneAppend(%levelAsset)
{
//Load the asset's level file
exec(%levelAsset.levelFile);
exec(%levelAsset.getlevelFile());
//We'll assume the scene name and assetname are the same for now
%sceneName = %levelAsset.AssetName;