mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-16 00:54:54 +00:00
Adjusts the ShapeAsset autoImport invoke logic to actually use the C++-side autoImport logic
Changed originalImportingAssets to originalImportingFiles in the AssetImporter for naming clarity Made autoImportFile properly return the assetId that was made Additional logging in the AssetImporter Adjusted the asset registration logic to support reimports, which merely refreshes the assetID Added logic to shape asset importing to be able to import in an existing companion constructor cs file Tweaked the TSStatic setShapeName logic so it will properly set fields depending on if the assetID was correctly set, or if we have the noShape fallback in use
This commit is contained in:
parent
3f0195475d
commit
9b7b09dce8
4 changed files with 227 additions and 127 deletions
|
|
@ -517,9 +517,9 @@ class AssetImporter : public SimObject
|
|||
Vector<AssetImportObject*> importingAssets;
|
||||
|
||||
/// <summary>
|
||||
/// A list of AssetImportObjects that are to be imported. These are unmodified by anything in the importing session, and are only used for resetting purposes;
|
||||
/// A list of file paths that are to be imported. These are only used for resetting purposes;
|
||||
/// </summary>
|
||||
Vector<Torque::Path> originalImportingAssets;
|
||||
Vector<Torque::Path> originalImportingFiles;
|
||||
|
||||
/// <summary>
|
||||
/// The Id of the module the assets are to be imported into
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue