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https://github.com/TorqueGameEngines/Torque3D.git
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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
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parent
302a64edd1
commit
9ca276fef0
9 changed files with 63 additions and 114 deletions
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@ -332,8 +332,22 @@ function EditorSaveMission()
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%obj.onSaveMission( $Server::MissionFile );
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}
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//We'll sanity check that we have a valid file association to our level asset first
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%presetFile = $Server::LevelAsset.getPostFXPresetPath();
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if(!isFile(%presetFile))
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{
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//if it isn't valid, we'll fabricate a new one just to be sure
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$Server::LevelAsset.PostFXPresetFile = fileBase($Server::LevelAsset.getLevelPath()) @ $PostFXManager::fileExtension;
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$Server::LevelAsset.saveAsset();
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$Server::LevelAsset.refresh();
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%presetFile = $Server::LevelAsset.getPostFXPresetPath();
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}
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//Save out the PostFX config
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PostFXManager::savePresetHandler( $Server::LevelAsset.getPostFXPresetPath() );
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PostFXManager::savePresetHandler( %presetFile );
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EditorClearDirty();
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@ -208,7 +208,7 @@ function EditorGui::buildMenus(%this)
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item[14] = "Snap Options..." TAB "" TAB "ESnapOptions.ToggleVisibility();";
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item[15] = "-";
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item[16] = "Game Options..." TAB "" TAB "Canvas.pushDialog(optionsDlg);";
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item[17] = "PostEffect Manager" TAB "" TAB "Canvas.pushDialog(PostFXEditor);";
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item[17] = "Edit Default PostFX Config" TAB "" TAB "PostFXEditor.editDefaultPostFXSettings();";
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};
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%this.menuBar.insert(%editMenu);
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