Adds load status to MaterialAsset for if the Script file itself has been loaded, but the material itself hasn't yet been processed.

Fixed String -> StringTableEntry conversion in prefab file to correct corruption when setting the filename
Cleaned up message spam from the MaterialSlot fields on TSStatics
Added getter/setters for terrain file and assets
Removed unneeded exec of tools profiles for MainMenuGUI
Add logic to remove creators section of AB if in select mode
Fixed misc. messageBox invokes that were erroneously converted to 'toolsMessageBox'
Fix classname for NotesObject in AB Creator Entry
Fix issue where ConvexShapeEditor toolbar would hide after being seen once
Changed keybind for quick AB access from 'space' to 'shift space' to avoid input issues when typing in fields in some cases
Fixed default image assignments for River objects on foam/ripple/depth
Added handling for Material, Sound and Shape asset fields in Object Builder, and updated various objectBuilder class entries to utilize them now.
Updated various fields' defaults for ObjectBuilder to utilize correct assetId's
Fixed editor SceneTree tooltips for TSShape and GroundCovert to correctly reference assets as needed
Added logic to properly check terrain asset validity when prompting to save changes, which would break saving actions before
Added menubar items in the Object category to take control and release control of control objects quickly for testing
This commit is contained in:
Areloch 2021-09-19 01:01:47 -05:00
parent 4176482373
commit adec6e7c74
21 changed files with 436 additions and 78 deletions

View file

@ -169,7 +169,13 @@ void MaterialAsset::initializeAsset()
mScriptPath = getOwned() ? expandAssetFilePath(mScriptFile) : mScriptPath;
if (Torque::FS::IsScriptFile(mScriptPath))
Con::executeFile(mScriptPath, false, false);
{
if (!Sim::findObject(mMatDefinitionName))
if (Con::executeFile(mScriptPath, false, false))
mLoadedState = ScriptLoaded;
else
mLoadedState = Failed;
}
loadMaterial();
}
@ -179,7 +185,22 @@ void MaterialAsset::onAssetRefresh()
mScriptPath = getOwned() ? expandAssetFilePath(mScriptFile) : mScriptPath;
if (Torque::FS::IsScriptFile(mScriptPath))
Con::executeFile(mScriptPath, false, false);
{
//Since we're refreshing, we can assume that the file we're executing WILL have an existing definition.
//But that definition, whatever it is, is the 'correct' one, so we enable the Replace Existing behavior
//when the engine encounters a named object conflict.
String redefineBehaviorPrev = Con::getVariable("$Con::redefineBehavior");
Con::setVariable("$Con::redefineBehavior", "replaceExisting");
if (Con::executeFile(mScriptPath, false, false))
mLoadedState = ScriptLoaded;
else
mLoadedState = Failed;
//And now that we've executed, switch back to the prior behavior
Con::setVariable("$Con::redefineBehavior", redefineBehaviorPrev.c_str());
}
loadMaterial();
}
@ -206,7 +227,7 @@ void MaterialAsset::loadMaterial()
if (mMaterialDefinition)
SAFE_DELETE(mMaterialDefinition);
if (mMatDefinitionName != StringTable->EmptyString())
if (mLoadedState == ScriptLoaded && mMatDefinitionName != StringTable->EmptyString())
{
Material* matDef;
if (!Sim::findObject(mMatDefinitionName, matDef))

View file

@ -70,6 +70,12 @@ class MaterialAsset : public AssetBase
public:
static StringTableEntry smNoMaterialAssetFallback;
enum MaterialAssetErrCode
{
ScriptLoaded = AssetErrCode::Extended,
Extended
};
public:
MaterialAsset();
virtual ~MaterialAsset();

View file

@ -242,7 +242,7 @@ bool Prefab::protectedSetFile( void *object, const char *index, const char *data
return false;
}
void Prefab::setFile( String file )
void Prefab::setFile( StringTableEntry file )
{
AssertFatal( isServerObject(), "Prefab-bad" );
@ -257,7 +257,7 @@ void Prefab::setFile( String file )
// be called for the client-side prefab but maybe the user did so accidentally.
if ( isClientObject() )
{
Con::errorf( "Prefab::setFile( %s ) - Should not be called on a client-side Prefab.", file.c_str() );
Con::errorf( "Prefab::setFile( %s ) - Should not be called on a client-side Prefab.", file );
return;
}

View file

@ -90,7 +90,7 @@ public:
void render( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat );
///
void setFile( String file );
void setFile(StringTableEntry file );
/// Removes all children from this Prefab and puts them into a SimGroup
/// which is added to the Scene and returned to the caller.

View file

@ -1675,10 +1675,6 @@ void TSStatic::onInspect(GuiInspector* inspector)
{
dSprintf(matFieldName, 128, "MaterialSlot%d", i);
//addComponentField(matFieldName, "A material used in the shape file", "Material", matAsset->getAssetId(), "");
//Con::executef(this, "onConstructComponentField", mTargetComponent, field->mFieldName);
Con::printf("Added material field for MaterialSlot %d", i);
GuiInspectorField* fieldGui = materialGroup->constructField(TypeMaterialAssetPtr);
fieldGui->init(inspector, materialGroup);

View file

@ -1613,3 +1613,15 @@ void TerrainBlock::deleteZodiacPrimitiveBuffer()
}
}
DefineEngineMethod(TerrainBlock, getTerrain, String, (), , "Returns the terrain file used for this terrain block, either via the asset or the filename assigned, which ever is valid")
{
return object->getTerrain();
}
DefineEngineMethod(TerrainBlock, getTerrainAsset, String, (), , "Returns the assetId used for this terrain block")
{
return object->getTerrainAssetId();
}
DefineEngineMethod(TerrainBlock, setTerrain, bool, (const char* terrain), , "Terrain assignment.first tries asset then flat file.")
{
return object->_setTerrain(StringTable->insert(terrain));
}

View file

@ -488,6 +488,39 @@ public:
void inspectPostApply();
virtual void getUtilizedAssets(Vector<StringTableEntry>* usedAssetsList);
const StringTableEntry getTerrain() const
{
if (mTerrainAsset && (mTerrainAsset->getTerrainFilePath() != StringTable->EmptyString()))
return mTerrainAsset->getTerrainFilePath();
else if (mTerrainAssetId != StringTable->EmptyString())
return mTerrainAssetId;
else if (mTerrFileName != StringTable->EmptyString())
return mTerrFileName;
else
return StringTable->EmptyString();
}
const StringTableEntry getTerrainAssetId() const
{
if (mTerrainAssetId != StringTable->EmptyString())
return mTerrainAssetId;
else
return StringTable->EmptyString();
}
bool _setTerrain(StringTableEntry terrain)
{
if (terrain == StringTable->EmptyString())
return false;
if (AssetDatabase.isDeclaredAsset(terrain))
setTerrainAsset(terrain);
else
mTerrFileName = terrain;
return true;
}
protected:
bool mUpdateBasetex;