Updates the rest of the asset types to utilize separate expanded path variables to avoid breaking assetDef saving

Fixes select mode for the Asset Browser to properly filter to the selecting type
Fixes the imageType in the asset import window inspector to properly set to the importing image asset's discovered type if valid
Fixes AssetBrowser asset selection return so it returns back a valid assetId
Fixes TerrainMaterial save crash by ensuring we fill in the diffuseMapAsset
Removes saving of TerrainMaterial being saved to a generic script file if one isn't found for an existing TerrainMaterialAssets
This commit is contained in:
Areloch 2020-08-09 01:32:27 -05:00
parent 08f8d8abf2
commit 79ecc2f4a0
30 changed files with 241 additions and 106 deletions

View file

@ -338,7 +338,7 @@ void AssetImportObject::initPersistFields()
addField("tamlFilePath", TypeRealString, Offset(tamlFilePath, AssetImportObject), "What is the ultimate asset taml file path for this import item");
addField("imageSuffixType", TypeRealString, Offset(imageSuffixType, AssetImportObject), "Specific to ImageAsset type. What is the image asset's suffix type. Options are: Albedo, Normal, Roughness, AO, Metalness, PBRConfig");
addField("imageType", TypeRealString, Offset(imageSuffixType, AssetImportObject), "Specific to ImageAsset type. What is the image asset's suffix type. Options are: Albedo, Normal, Roughness, AO, Metalness, PBRConfig");
addField("shapeInfo", TYPEID< GuiTreeViewCtrl >(), Offset(shapeInfo, AssetImportObject), "Specific to ShapeAsset type. Processed information about the shape file. Contains numbers and lists of meshes, materials and animations");
}
@ -1821,6 +1821,10 @@ void AssetImporter::resolveAssetItemIssues(AssetImportObject* assetItem)
resetAssetValidationStatus(assetItem);
importIssues = false;
}
else if (activeImportConfig.DuplicatAutoResolution == String("UseExisting"))
{
}
}
else if (assetItem->statusType == String("MissingFile"))
{