Misc fixes to ensure that the default postFX save, load and editing process is valid

Also fixes it so if a level asset doesn't point to a valid postfx preset file, it'll generate a clean one on save
This commit is contained in:
Areloch 2020-11-01 15:39:30 -06:00
parent 302a64edd1
commit 9ca276fef0
9 changed files with 63 additions and 114 deletions

View file

@ -332,8 +332,22 @@ function EditorSaveMission()
%obj.onSaveMission( $Server::MissionFile );
}
//We'll sanity check that we have a valid file association to our level asset first
%presetFile = $Server::LevelAsset.getPostFXPresetPath();
if(!isFile(%presetFile))
{
//if it isn't valid, we'll fabricate a new one just to be sure
$Server::LevelAsset.PostFXPresetFile = fileBase($Server::LevelAsset.getLevelPath()) @ $PostFXManager::fileExtension;
$Server::LevelAsset.saveAsset();
$Server::LevelAsset.refresh();
%presetFile = $Server::LevelAsset.getPostFXPresetPath();
}
//Save out the PostFX config
PostFXManager::savePresetHandler( $Server::LevelAsset.getPostFXPresetPath() );
PostFXManager::savePresetHandler( %presetFile );
EditorClearDirty();

View file

@ -208,7 +208,7 @@ function EditorGui::buildMenus(%this)
item[14] = "Snap Options..." TAB "" TAB "ESnapOptions.ToggleVisibility();";
item[15] = "-";
item[16] = "Game Options..." TAB "" TAB "Canvas.pushDialog(optionsDlg);";
item[17] = "PostEffect Manager" TAB "" TAB "Canvas.pushDialog(PostFXEditor);";
item[17] = "Edit Default PostFX Config" TAB "" TAB "PostFXEditor.editDefaultPostFXSettings();";
};
%this.menuBar.insert(%editMenu);