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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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parent
3108a08650
commit
69bfbb0978
14 changed files with 221 additions and 153 deletions
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@ -350,8 +350,6 @@ function TerrainMaterialDlg::newMat( %this )
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%module = AssetBrowser.dirHandler.getModuleFromAddress(%path);
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AssetBrowser.selectedModule = %module.moduleID;
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AssetBrowser.dirHandler.currentAddress = "data/" @ %module.moduleID;
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AssetBrowser.setupCreateNewAsset("TerrainMaterialAsset", AssetBrowser.selectedModule);
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}
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@ -355,7 +355,7 @@ function EditorSaveMissionAs( %levelAsset )
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return;
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}
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%missionName = %levelAssetDef.LevelFile;
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%missionName = %levelAssetDef.getLevelFile();
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if( fileExt( %missionName ) !$= ".mis" )
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%missionName = %missionName @ ".mis";
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@ -427,7 +427,7 @@ function EditorOpenMission(%levelAsset)
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updateRecentLevelsListing();
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%filename = %assetDef.levelFile;
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%filename = %assetDef.getlevelFile();
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if(%filename $= "")
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{
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@ -473,7 +473,7 @@ function EditorOpenMission(%levelAsset)
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function EditorOpenSceneAppend(%levelAsset)
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{
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//Load the asset's level file
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exec(%levelAsset.levelFile);
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exec(%levelAsset.getlevelFile());
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//We'll assume the scene name and assetname are the same for now
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%sceneName = %levelAsset.AssetName;
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