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Adds handling for import of files marked as ShapeAnimationAsset
Adds filetype handling of dsqs for importing Improves logic checks to prevent incorrectly redundantly processing incoming assets for collisions, which could mark all assets as colliding instead of all but the first. Adds better handling for assets marked as for dependency usage when importing Improves rules for writing originalFilePath only if it's actually from an external directory, and the file actually exists to prevent polluting in redundant or garbage data Fixes issue where MaterialEditor was not tracking the currently material assetId if the material was changed via the dropdown selector Adds a sanity check to shapeAnimationAsset load so if the resource does not load properly it doesn't hard crash but instead logs the error and returns safely.
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10 changed files with 160 additions and 17 deletions
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@ -151,7 +151,7 @@ void ShapeAnimationAsset::initializeAsset(void)
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mSourceShape = ResourceManager::get().load(mFilePath);
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if (!mSourceShape->addSequence("ambient", "", mAnimationName, mStartFrame, mEndFrame, mPadRotation, mPadTransforms))
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if (!mSourceShape || !mSourceShape->addSequence("ambient", "", mAnimationName, mStartFrame, mEndFrame, mPadRotation, mPadTransforms))
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{
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Con::errorf("ShapeAnimationAsset::initializeAsset - Unable to do initial setup of the animation clip named %s for asset %s", mAnimationName, getAssetName());
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return;
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