mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
Fix up handling of assets marked for UseForDependencies during import process
This commit is contained in:
parent
6e35acf2a2
commit
727c5b1e59
|
|
@ -1549,15 +1549,17 @@ void AssetImporter::processImportAssets(AssetImportObject* assetItem)
|
|||
{
|
||||
processShapeAnimationAsset(item);
|
||||
}
|
||||
else
|
||||
{
|
||||
String processCommand = "process";
|
||||
processCommand += item->assetType;
|
||||
else
|
||||
{
|
||||
String processCommand = "process";
|
||||
processCommand += item->assetType;
|
||||
if (isMethod(processCommand.c_str()))
|
||||
Con::executef(this, processCommand.c_str(), item);
|
||||
}
|
||||
Con::executef(this, processCommand.c_str(), item);
|
||||
}
|
||||
|
||||
item->importStatus = AssetImportObject::Processed;
|
||||
//If we've already set our status in the processing phase, don't override that new status
|
||||
if(item->importStatus == AssetImportObject::NotProcessed)
|
||||
item->importStatus = AssetImportObject::Processed;
|
||||
|
||||
//try recusing on the children(if any)
|
||||
processImportAssets(item);
|
||||
|
|
@ -2419,6 +2421,12 @@ bool AssetImporter::checkAssetForCollision(AssetImportObject* assetItemToCheck,
|
|||
|
||||
void AssetImporter::resolveAssetItemIssues(AssetImportObject* assetItem)
|
||||
{
|
||||
if(assetItem->importStatus == AssetImportObject::UseForDependencies)
|
||||
{
|
||||
//if we've already marked as only existing for dependency reasons, we'll just skip resolving any issues with it
|
||||
importIssues = false;
|
||||
return;
|
||||
}
|
||||
if (assetItem->statusType == String("DuplicateImportAsset") || assetItem->statusType == String("DuplicateAsset"))
|
||||
{
|
||||
String humanReadableReason = assetItem->statusType == String("DuplicateImportAsset") ? "Importing asset was duplicate of another importing asset" : "Importing asset was duplicate of an existing asset";
|
||||
|
|
|
|||
Loading…
Reference in a new issue