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synced 2026-04-20 11:55:33 +00:00
Fixed uninitialized values for renderMeshExample and renderShapeExample which would cause a crash on creation
Added utility method to prefab to be able to get the internal simGroup that contains it's children Adjusted logic for mounting items in GuiShapeEdPreview to utilize assetIds for the shapes Moved the Asset and AssetBrowser editor settings populate functions to the AssetBrowser script to better organize things Fixed command usage for General, Player and Observer spawn point creator entries to use the correct callback commands Fixed logic for creator callback commands that don't just route through the class name based structure Added RMB context menu actions for opening asset file or folder locations in OS file explorer Fixed lookup of animation assets when editing a shape's animations in the shape editor so it provides the assetId of the anim if it exists Fixes handling of mounting in the shape editor so it utilizes assets and the asset browser like everything else
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12 changed files with 207 additions and 111 deletions
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@ -473,83 +473,6 @@ function ESettingsWindow::getUISettings(%this)
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SettingsInspector.endGroup();
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}
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function ESettingsWindow::getAssetManagementSettings(%this)
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{
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SettingsInspector.startGroup("Modules");
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SettingsInspector.addSettingsField("AssetManagement/Modules/coreModulePath", "Core Module Path", "string", "");
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SettingsInspector.addSettingsField("AssetManagement/Modules/gameDataModulePath", "Game Data Module Path", "string", "");
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SettingsInspector.addSettingsField("AssetManagement/Modules/moduleExtension", "Module Extension", "string", "");
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%moduleList = ModuleDatabase.findModules(true);
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%moduleList = strreplace(%moduleList, " ", ",");
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SettingsInspector.addSettingsField("AssetManagement/Modules/DefaultModule", "Default Module", "list", %moduleList);
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SettingsInspector.endGroup();
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SettingsInspector.startGroup("Assets");
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SettingsInspector.addSettingsField("AssetManagement/Assets/assetExtension", "Asset Extension", "string", "");
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SettingsInspector.addSettingsField("AssetManagement/Assets/datablockCaching", "Cache Datablocks", "bool", "");
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//SettingsInspector.addSettingsField("AssetManagement/Assets/moduleExtension", "Module Extension", "string", "");
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SettingsInspector.endGroup();
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}
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function ESettingsWindow::getAssetEditingSettings(%this)
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{
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ImportAssetWindow::reloadImportOptionConfigs();
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//First, get our list of modules
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%moduleList = ModuleDatabase.findModules();
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%formattedModuleList = "";
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%count = getWordCount(%moduleList);
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for(%i=0; %i < %count; %i++)
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{
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%module = getWord(%moduleList, %i);
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if(%module.group !$= "Tools" && %module.group !$= "Core")
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{
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if(%formattedModuleList $= "")
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%formattedModuleList = %module.moduleId;
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else
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%formattedModuleList = %formattedModuleList @ "," @ %module.moduleId;
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}
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}
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SettingsInspector.startGroup("Asset Creation");
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SettingsInspector.addSettingsField("Assets/New/defaultModule", "Default Module", "list", "Default Module for new assets to be created into", %formattedModuleList);
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SettingsInspector.addSettingsField("Assets/New/alwaysPromptModuleTarget", "Always Prompt Target Module", "bool", "If off, use the default module");
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SettingsInspector.endGroup();
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%formattedConfigList = "";
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for(%i=0; %i < ImportAssetWindow.importConfigsList.Count(); %i++)
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{
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%configName = ImportAssetWindow.importConfigsList.getKey(%i);
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%formattedConfigList = %i == 0 ? %configName : %formattedConfigList @ "," @ %configName;
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}
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SettingsInspector.startGroup("Assets Importing");
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SettingsInspector.addField("Edit Import Configs", "Edit Asset Import Configs", "button", "Open Asset Import Config Editor", "", "Canvas.pushDialog(AssetImportConfigEditor);");
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SettingsInspector.addSettingsField("Assets/AssetImporDefaultConfig", "Default Asset Import Config", "list", "", %formattedConfigList);
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SettingsInspector.addSettingsField("Assets/AutoImport", "Automatically Import using default config", "bool", "If on, the asset importing process" @
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"will attempt to automatically import any inbound assets"@
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"using the default config, without prompting the import window."@
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"The window will still display if any issues are detected", "");
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SettingsInspector.addSettingsField("Assets/AutoImportLooseFiles", "Automatically Import Loose Files", "bool", "If on, will automatically import unassociated loose files in assets when navigating the Asset Browser.", "");
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SettingsInspector.endGroup();
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SettingsInspector.startGroup("Asset Browser");
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SettingsInspector.addSettingsField("Assets/Browser/showCoreModule", "Show Core Module in Asset Browser", "bool", "");
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SettingsInspector.addSettingsField("Assets/Browser/showToolsModule", "Show Tools Module in Asset Browser", "bool", "");
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SettingsInspector.addSettingsField("Assets/Browser/showOnlyPopulatedModule", "Show Only Modules with Assets in Asset Browser", "bool", "");
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SettingsInspector.addSettingsField("Assets/Browser/showFolders", "Show Folders in Tiles view in Asset Browser", "bool", "");
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SettingsInspector.addSettingsField("Assets/Browser/showEmptyFolders", "Show Empty Folders in Tiles view in Asset Browser", "bool", "");
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SettingsInspector.addSettingsField("Assets/Browser/showLooseFiles", "Show Loose Files when viewing in Asset Browser", "bool", "");
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SettingsInspector.addSettingsField("AssetManagement/Assets/promptOnRename", "Prompt on Rename", "bool", "");
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SettingsInspector.addSettingsField("Assets/Browser/doubleClickAction", "Double Click Action", "list", "Dictates what sort of action double clicking on an asset in the Browser will invoke", "Edit Asset,Spawn Asset");
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SettingsInspector.addSettingsField("AssetManagement/Assets/closeBrowserOnDragAction", "Close Browser on Drag Action", "bool", "If on, the Asset Browser will automatically close after dragging an asset from it to the editor interface.");
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SettingsInspector.endGroup();
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}
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function ESettingsWindow::getGameplaySettings(%this)
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{
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SettingsInspector.startGroup("Game Modes");
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