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https://github.com/TorqueGameEngines/Torque3D.git
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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
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30 changed files with 241 additions and 106 deletions
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@ -47,6 +47,7 @@ class StateMachineAsset : public AssetBase
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typedef AssetBase Parent;
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StringTableEntry mStateMachineFile;
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StringTableEntry mStateMachinePath;
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public:
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StateMachineAsset();
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@ -62,9 +63,11 @@ public:
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void setStateMachineFile(const char* pStateMachineFile);
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inline StringTableEntry getStateMachineFile(void) const { return mStateMachineFile; };
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inline StringTableEntry getStateMachinePath(void) const { return mStateMachinePath; };
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protected:
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virtual void initializeAsset(void);
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virtual void onAssetRefresh(void) {}
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virtual void onAssetRefresh(void);
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static bool setStateMachineFile(void *obj, const char *index, const char *data) { static_cast<StateMachineAsset*>(obj)->setStateMachineFile(data); return false; }
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static const char* getStateMachineFile(void* obj, const char* data) { return static_cast<StateMachineAsset*>(obj)->getStateMachineFile(); }
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