- Reimplements autosave logic to handle levels, subscenes and terrains in a more consistent, reliable way.

- Adds entry to RMB menu in Asset Browser to restore an asset to a backup copy taken from autosaves
- Adds reparent out-of-bounds objects button to SceneGroup inspector
- Adds ability to have SubScene have a different loading bounds from the actual subscene bounds, allowing load triggering to happen ahead of the bounds of the subscene itself
- Fixes asset importer handling of animFPS field to be the correct type
- Adds onInspect handling to GameBase allowing better handling for any game class type with editor integration
- Add getAssetLooseFileCount and getAssetLooseFile to AssetManager to be able to iterate over all loose files associated to an asset
- Add standard/default preload function def to forestItem
- Fixes handling of text placement on GuiIconButtonCtrl when text is set to the right
- Adds setGlobalCenter utility function
- Adds ability to set guiInputCtrl active state
- Matched util functions for tracking if left and right mouse buttons are down to EditTSCtrl alongside the existing middle mouse
- Add empty element sanity check to appMesh loader
- Add callback for GameBase when game is created
- Add default graphics options config for steamdeck
- Fix typo in assetImportConfig default
- Filters SceneGroup utility buttons in inspector to only show for relevent class types
This commit is contained in:
JeffR 2025-05-25 07:40:10 -05:00
parent 70502d1b0f
commit bb7ee38bf4
33 changed files with 978 additions and 237 deletions

View file

@ -291,7 +291,7 @@ StringTableEntry Scene::getLevelAsset()
return query->mAssetList[0];
}
bool Scene::saveScene(StringTableEntry fileName)
bool Scene::saveScene(StringTableEntry fileName, const bool& saveSubScenes)
{
if (!isServerObject())
return false;
@ -316,9 +316,12 @@ bool Scene::saveScene(StringTableEntry fileName)
//Inform our subscenes we're saving so they can do any
//special work required as well
for (U32 i = 0; i < mSubScenes.size(); i++)
if (saveSubScenes)
{
mSubScenes[i]->save();
for (U32 i = 0; i < mSubScenes.size(); i++)
{
mSubScenes[i]->save();
}
}
bool saveSuccess = save(fileName);
@ -381,9 +384,30 @@ void Scene::getUtilizedAssetsFromSceneObject(SimObject* object, Vector<StringTab
}
//
Vector<SceneObject*> Scene::getObjectsByClass(String className)
void Scene::getObjectsByClass(SimObject* object, StringTableEntry className, Vector<SimObject*>* objectsList, bool checkSubscenes)
{
return Vector<SceneObject*>();
if(object->getClassName() == className)
{
objectsList->push_back(object);
}
//If it's a subscene and we DON'T want to scan through them, bail out now
SubScene* subScene = dynamic_cast<SubScene*>(object);
if (subScene && !checkSubscenes)
return;
//If possible, now we iterate over the children
SimGroup* group = dynamic_cast<SimGroup*>(object);
if (group)
{
for (U32 c = 0; c < group->size(); c++)
{
SimObject* childObj = dynamic_cast<SimObject*>(group->getObject(c));
//Recurse down
getObjectsByClass(childObj, className, objectsList);
}
}
}
void Scene::loadAtPosition(const Point3F& position)
@ -460,15 +484,37 @@ DefineEngineMethod(Scene, removeDynamicObject, void, (SceneObject* sceneObj), (n
object->removeDynamicObject(sceneObj);
}
DefineEngineMethod(Scene, getObjectsByClass, String, (String className), (""),
DefineEngineMethod(Scene, getObjectsByClass, String, (String className, bool checkSubScenes), ("", false),
"Get the root Scene object that is loaded.\n"
"@return The id of the Root Scene. Will be 0 if no root scene is loaded")
"@param className The name of the class of objects to get a list of.\n"
"@param checkSubScenes If true, will also scan through currently loaded subscenes to get matching objects.\n"
"@return A space-separated list of object ids that match the searched-for className")
{
if (className == String::EmptyString)
return "";
//return object->getObjectsByClass(className);
return "";
Vector<SimObject*>* objectsList = new Vector<SimObject*>();
object->getObjectsByClass(object, StringTable->insert(className.c_str()), objectsList, checkSubScenes);
char* retBuffer = Con::getReturnBuffer(1024);
U32 len = 0;
S32 i;
//Get the length of our return string
for(U32 i=0; i < objectsList->size(); i++)
len += dStrlen((*objectsList)[i]->getIdString());
char* ret = Con::getReturnBuffer(len + 1);
ret[0] = 0;
for (U32 i = 0; i < objectsList->size(); i++)
{
dStrcat(ret, (*objectsList)[i]->getIdString(), len + 1);
dStrcat(ret, " ", len + 1);
}
return ret;
}
DefineEngineMethod(Scene, dumpUtilizedAssets, void, (), ,
@ -492,12 +538,12 @@ DefineEngineMethod(Scene, getLevelAsset, const char*, (), ,
return object->getLevelAsset();
}
DefineEngineMethod(Scene, save, bool, (const char* fileName), (""),
DefineEngineMethod(Scene, save, bool, (const char* fileName, bool saveSubScenes), ("", true),
"Save out the object to the given file.\n"
"@param fileName The name of the file to save to."
"@param True on success, false on failure.")
{
return object->saveScene(StringTable->insert(fileName));
return object->saveScene(StringTable->insert(fileName), saveSubScenes);
}
DefineEngineMethod(Scene, loadAtPosition, void, (Point3F position), (Point3F::Zero),

View file

@ -78,7 +78,7 @@ public:
StringTableEntry getOriginatingFile();
StringTableEntry getLevelAsset();
bool saveScene(StringTableEntry fileName);
bool saveScene(StringTableEntry fileName, const bool& saveSubScenes = true);
//
//Networking
@ -86,7 +86,7 @@ public:
void unpackUpdate(NetConnection *conn, BitStream *stream) override;
//
Vector<SceneObject*> getObjectsByClass(String className);
void getObjectsByClass(SimObject* object, StringTableEntry className, Vector<SimObject*>* objectsList, bool checkSubscenes = false);
void getUtilizedAssetsFromSceneObject(SimObject* object, Vector<StringTableEntry>* usedAssetsList);

View file

@ -9,6 +9,7 @@
#include "physics/physicsShape.h"
#include "renderInstance/renderPassManager.h"
#include "scene/sceneRenderState.h"
#include "Scene.h"
IMPLEMENT_CO_NETOBJECT_V1(SceneGroup);
@ -156,6 +157,37 @@ void SceneGroup::onInspect(GuiInspector* inspector)
regenButton->setConsoleCommand(rgBuffer);
regenFieldGui->addObject(regenButton);
//
//Regen bounds button
GuiInspectorField* reparentFieldGui = sceneGroupGrp->createInspectorField();
reparentFieldGui->init(inspector, sceneGroupGrp);
reparentFieldGui->setSpecialEditField(true);
reparentFieldGui->setTargetObject(this);
fldnm = StringTable->insert("ReparentOOBObjs");
reparentFieldGui->setSpecialEditVariableName(fldnm);
reparentFieldGui->setInspectorField(NULL, fldnm);
reparentFieldGui->setDocs("");
stack->addObject(reparentFieldGui);
GuiButtonCtrl* reparentButton = new GuiButtonCtrl();
reparentButton->registerObject();
reparentButton->setDataField(StringTable->insert("profile"), NULL, "ToolsGuiButtonProfile");
reparentButton->setText("Reparent Out-of-bounds Objs");
reparentButton->resize(Point2I::Zero, regenFieldGui->getExtent());
reparentButton->setHorizSizing(GuiControl::horizResizeWidth);
reparentButton->setVertSizing(GuiControl::vertResizeHeight);
char rprntBuffer[512];
dSprintf(rprntBuffer, 512, "%d.reparentOOBObjects();", this->getId());
reparentButton->setConsoleCommand(rprntBuffer);
reparentFieldGui->addObject(reparentButton);
#endif
}
@ -279,6 +311,27 @@ void SceneGroup::recalculateBoundingBox()
setMaskBits(TransformMask);
}
void SceneGroup::reparentOOBObjects()
{
if (empty())
return;
// Extend the bounding box to include each child's bounding box
for (SimSetIterator itr(this); *itr; ++itr)
{
SceneObject* child = dynamic_cast<SceneObject*>(*itr);
if (child)
{
const Box3F& childBox = child->getWorldBox();
if(!mWorldBox.isOverlapped(childBox))
{
Scene::getRootScene()->addObject(child);
}
}
}
}
U32 SceneGroup::packUpdate(NetConnection* conn, U32 mask, BitStream* stream)
{
U32 retMask = Parent::packUpdate(conn, mask, stream);
@ -363,3 +416,9 @@ DefineEngineMethod(SceneGroup, recalculateBounds, void, (), ,
{
object->recalculateBoundingBox();
}
DefineEngineMethod(SceneGroup, reparentOOBObjects, void, (), ,
"Finds objects that are children of the SceneGroup and, if not overlapping or in the bounds, reparents them to the root scene.\n")
{
object->reparentOOBObjects();
}

View file

@ -46,6 +46,7 @@ public:
void addObject(SimObject* object) override;
void removeObject(SimObject* object) override;
void recalculateBoundingBox();
void reparentOOBObjects();
///
bool buildPolyList(PolyListContext context, AbstractPolyList* polyList, const Box3F& box, const SphereF& sphere) override;

View file

@ -10,6 +10,8 @@
#include "gfx/gfxDrawUtil.h"
#include "gfx/gfxTransformSaver.h"
#include "gui/editor/inspector/group.h"
#include "gui/worldEditor/editor.h"
#include "math/mathIO.h"
#include "T3D/gameBase/gameBase.h"
bool SubScene::smTransformChildren = false;
@ -32,7 +34,9 @@ SubScene::SubScene() :
mTickPeriodMS(1000),
mCurrTick(0),
mGlobalLayer(false),
mSaving(false)
mSaving(false),
mUseSeparateLoadBounds(false),
mLoadBounds(Point3F::One)
{
mNetFlags.set(Ghostable | ScopeAlways);
@ -70,6 +74,8 @@ void SubScene::initPersistFields()
INITPERSISTFIELD_SUBSCENEASSET(SubScene, SubScene, "The subscene asset to load.");
addField("tickPeriodMS", TypeS32, Offset(mTickPeriodMS, SubScene), "evaluation rate (ms)");
addField("gameModes", TypeGameModeList, Offset(mGameModesNames, SubScene), "The game modes that this subscene is associated with.");
addField("UseSeparateLoadBounds", TypeBool, Offset(mUseSeparateLoadBounds, SubScene), "If true, this subscene will utilize a separate bounds for triggering loading/unloading than it's object bounds");
addField("LoadBounds", TypePoint3F, Offset(mLoadBounds, SubScene), "If UseSeparateLoadBounds is true, this subscene will use this value to set up the load/unload bounds");
endGroup("SubScene");
addGroup("LoadingManagement");
@ -113,6 +119,11 @@ U32 SubScene::packUpdate(NetConnection* conn, U32 mask, BitStream* stream)
U32 retMask = Parent::packUpdate(conn, mask, stream);
stream->writeFlag(mGlobalLayer);
if(stream->writeFlag(mUseSeparateLoadBounds))
{
mathWrite(*stream, mLoadBounds);
}
return retMask;
}
@ -123,6 +134,11 @@ void SubScene::unpackUpdate(NetConnection* conn, BitStream* stream)
mGlobalLayer = stream->readFlag();
mUseSeparateLoadBounds = stream->readFlag();
if(mUseSeparateLoadBounds)
{
mathRead(*stream, &mLoadBounds);
}
}
void SubScene::onInspect(GuiInspector* inspector)
@ -220,7 +236,21 @@ bool SubScene::testBox(const Box3F& testBox)
bool passes = mGlobalLayer;
if (!passes)
passes = getWorldBox().isOverlapped(testBox);
{
if(mUseSeparateLoadBounds)
{
Box3F loadBox = Box3F(-mLoadBounds.x, -mLoadBounds.y, -mLoadBounds.z,
mLoadBounds.x, mLoadBounds.y, mLoadBounds.z);
loadBox.setCenter(getPosition());
passes = loadBox.isOverlapped(testBox);
}
else
{
passes = getWorldBox().isOverlapped(testBox);
}
}
if (passes)
passes = evaluateCondition();
@ -268,6 +298,9 @@ void SubScene::processTick(const Move* move)
void SubScene::_onFileChanged(const Torque::Path& path)
{
if (gEditingMission)
return;
if(mSubSceneAsset.isNull() || Torque::Path(mSubSceneAsset->getLevelPath()) != path)
return;
@ -426,7 +459,7 @@ void SubScene::unload()
}
bool SubScene::save()
bool SubScene::save(const String& filename)
{
if (!isServerObject())
return false;
@ -451,6 +484,9 @@ bool SubScene::save()
StringTableEntry levelPath = mSubSceneAsset->getLevelPath();
if (filename.isNotEmpty())
levelPath = StringTable->insert(filename.c_str());
FileStream fs;
fs.open(levelPath, Torque::FS::File::Write);
fs.close();
@ -547,8 +583,26 @@ void SubScene::renderObject(ObjectRenderInst* ri,
//Box3F scale = getScale()
//Box3F bounds = Box3F(-m)
if(mUseSeparateLoadBounds && !mGlobalLayer)
{
Box3F loadBounds = Box3F(-mLoadBounds.x, -mLoadBounds.y, -mLoadBounds.z,
mLoadBounds.x, mLoadBounds.y, mLoadBounds.z);
//bounds.setCenter(getPosition());
ColorI loadBoundsColor = ColorI(200, 200, 100, 50);
drawer->drawCube(desc, loadBounds, loadBoundsColor);
// Render wireframe.
desc.setFillModeWireframe();
drawer->drawCube(desc, loadBounds, ColorI::BLACK);
desc.setFillModeSolid();
}
Point3F scale = getScale();
Box3F bounds = Box3F(-scale/2, scale/2);
Box3F bounds = Box3F(-scale / 2, scale / 2);
ColorI boundsColor = ColorI(135, 206, 235, 50);
@ -565,10 +619,11 @@ void SubScene::renderObject(ObjectRenderInst* ri,
drawer->drawCube(desc, bounds, ColorI::BLACK);
}
DefineEngineMethod(SubScene, save, bool, (),,
"Save out the subScene.\n")
DefineEngineMethod(SubScene, save, bool, (const char* filename), (""),
"Save out the subScene.\n"
"@param filename (optional) If empty, the subScene will save to it's regular asset path. If defined, it will save out to the filename provided")
{
return object->save();
return object->save(filename);
}

View file

@ -52,6 +52,9 @@ private:
bool mGlobalLayer;
bool mUseSeparateLoadBounds;
Point3F mLoadBounds;
public:
SubScene();
virtual ~SubScene();
@ -118,7 +121,7 @@ public:
return mStartUnloadTimerMS;
}
bool save();
bool save(const String& filename = String());
DECLARE_CALLBACK(void, onLoaded, ());
DECLARE_CALLBACK(void, onUnloaded, ());

View file

@ -78,7 +78,7 @@ AssetImportConfig::AssetImportConfig() :
SeparateAnimations(false),
SeparateAnimationPrefix(""),
animTiming("FrameCount"),
animFPS(false),
animFPS(30),
AlwaysAddShapeAnimationSuffix(true),
AddedShapeAnimationSuffix("_anim"),
GenerateCollisions(false),
@ -193,7 +193,7 @@ void AssetImportConfig::initPersistFields()
addField("SeparateAnimations", TypeBool, Offset(SeparateAnimations, AssetImportConfig), "When importing a shape file, should the animations within be separated out into unique files");
addField("SeparateAnimationPrefix", TypeRealString, Offset(SeparateAnimationPrefix, AssetImportConfig), "If separating animations out from a source file, what prefix should be added to the names for grouping association");
addField("animTiming", TypeRealString, Offset(animTiming, AssetImportConfig), "Defines the animation timing for the given animation sequence. Options are FrameTime, Seconds, Milliseconds");
addField("animFPS", TypeBool, Offset(animFPS, AssetImportConfig), "The FPS of the animation sequence");
addField("animFPS", TypeF32, Offset(animFPS, AssetImportConfig), "The FPS of the animation sequence");
addField("AlwaysAddShapeAnimationSuffix", TypeBool, Offset(AlwaysAddShapeAnimationSuffix, AssetImportConfig), "When importing a shape animation, this indicates if it should automatically add a standard suffix onto the name");
addField("AddedShapeAnimationSuffix", TypeString, Offset(AddedShapeAnimationSuffix, AssetImportConfig), " If AlwaysAddShapeAnimationSuffix is on, this is the suffix to be added");
endGroup("Animation");

View file

@ -349,6 +349,14 @@ void GameBase::inspectPostApply()
setMaskBits(ExtendedInfoMask);
}
void GameBase::onInspect(GuiInspector* inspector)
{
if (mDataBlock && mDataBlock->isMethod("onInspect"))
Con::executef(mDataBlock, "onInspect", this, inspector);
else
Parent::onInspect(inspector);
}
//----------------------------------------------------------------------------
void GameBase::processTick(const Move * move)

View file

@ -262,6 +262,8 @@ public:
static void initPersistFields();
static void consoleInit();
virtual void onInspect(GuiInspector*) override;
/// @}
///@name Datablock

View file

@ -2435,6 +2435,69 @@ AssetManager::typeAssetDependsOnHash* AssetManager::getDependedOnAssets()
// Find any asset dependencies.
return &mAssetDependsOn;
}
//-----------------------------------------------------------------------------
S32 AssetManager::getAssetLooseFileCount(const char* pAssetId)
{
// Debug Profiling.
PROFILE_SCOPE(AssetManager_getAssetLooseFileCount);
// Sanity!
AssertFatal(pAssetId != NULL, "Cannot get loose files for NULL asset Id.");
// Find asset.
AssetDefinition* pAssetDefinition = findAsset(pAssetId);
// Did we find the asset?
if (pAssetDefinition == NULL)
{
// No, so warn.
Con::warnf("Asset Manager: Failed to get loose files for asset Id '%s' as it does not exist.", pAssetId);
return false;
}
S32 looseFileCount = pAssetDefinition->mAssetLooseFiles.size();
// Cleanup our reference
pAssetDefinition = NULL;
return looseFileCount;
}
//-----------------------------------------------------------------------------
const char* AssetManager::getAssetLooseFile(const char* pAssetId, const S32& index)
{
// Debug Profiling.
PROFILE_SCOPE(AssetManager_getAssetLooseFile);
// Sanity!
AssertFatal(pAssetId != NULL, "Cannot get loose file for NULL asset Id.");
// Find asset.
AssetDefinition* pAssetDefinition = findAsset(pAssetId);
// Did we find the asset?
if (pAssetDefinition == NULL)
{
// No, so warn.
Con::warnf("Asset Manager: Failed to get loose file for asset Id '%s' as it does not exist.", pAssetId);
return false;
}
if(index < 0 || index >= pAssetDefinition->mAssetLooseFiles.size())
{
Con::warnf("Asset Manager : Failed to get loose file for asset Id '%s' as the index was out of range.", pAssetId);
}
StringTableEntry looseFile = pAssetDefinition->mAssetLooseFiles[index];
// Cleanup our reference
pAssetDefinition = NULL;
return looseFile;
}
//-----------------------------------------------------------------------------
bool AssetManager::scanDeclaredAssets( const char* pPath, const char* pExtension, const bool recurse, ModuleDefinition* pModuleDefinition )

View file

@ -376,6 +376,9 @@ public:
typeAssetDependsOnHash* getDependedOnAssets();
S32 getAssetLooseFileCount(const char* pAssetId);
const char* getAssetLooseFile(const char* pAssetId, const S32& index);
/// Declare Console Object.
DECLARE_CONOBJECT( AssetManager );

View file

@ -763,6 +763,36 @@ DefineEngineMethod(AssetManager, findAssetLooseFile, S32, (const char* assetQuer
//-----------------------------------------------------------------------------
DefineEngineMethod(AssetManager, getAssetLooseFileCount, S32, (const char* assetId), (""),
"Gets the number of loose files associated with the given assetId.\n"
"@param assetId The assetId to check.\n"
"@return The number of loose files associated with the assetId.\n")
{
// Fetch asset loose file.
const char* pAssetId = assetId;
// Perform query.
return object->getAssetLooseFileCount(pAssetId);
}
//-----------------------------------------------------------------------------
DefineEngineMethod(AssetManager, getAssetLooseFile, const char*, (const char* assetId, S32 index), ("", 0),
"Gets the loose file associated to the given assetId at the provided index.\n"
"@param assetId The assetId to check.\n"
"@param index The index of the loose file to get.\n"
"@return The file name of the associated loose file.\n")
{
// Fetch asset loose file.
const char* pAssetId = assetId;
// Perform query.
return object->getAssetLooseFile(pAssetId, index);
}
//-----------------------------------------------------------------------------
DefineEngineMethod(AssetManager, getDeclaredAssetCount, bool, (),,
"Gets the number of declared assets.\n"
"@return Returns the number of declared assets.\n")

View file

@ -118,9 +118,10 @@ public:
/// Called from Forest the first time a datablock is used
/// in order to lazy load content.
void preload()
{
if ( !mNeedPreload )
bool preload(bool server, String& errorStr) override { return false; }; // we don't ghost ForestItemData specifically. we do do so for TSForestItemData
void preload()
{
if (!mNeedPreload)
return;
_preload();

View file

@ -382,7 +382,7 @@ void GuiIconButtonCtrl::renderButton( Point2I &offset, const RectI& updateRect )
Point2I start( mTextMargin, ( getHeight() - mProfile->mFont->getHeight() ) / 2 );
if (mBitmapAsset.notNull() && mIconLocation != IconLocNone)
{
start.x = iconRect.extent.x + mButtonMargin.x + mTextMargin;
start.x = getWidth() - (iconRect.extent.x + mButtonMargin.x + textWidth);
}
drawer->setBitmapModulation(fontColor);

View file

@ -2855,6 +2855,23 @@ DefineEngineMethod( GuiControl, getGlobalCenter, Point2I, (),,
//-----------------------------------------------------------------------------
DefineEngineMethod(GuiControl, setGlobalCenter, void, (S32 x, S32 y), ,
"Set the coordinate of the control's center point in coordinates relative to the root control in its control hierarchy.\n"
"@param x The X coordinate of the new center point of the control relative to the root control's.\n"
"@param y The Y coordinate of the new center point of the control relative to the root control's.")
{
//see if we can turn the x/y into ints directly,
Point2I lPosOffset = object->globalToLocalCoord(Point2I(x, y));
lPosOffset += object->getPosition();
const Point2I ext = object->getExtent();
Point2I newpos(lPosOffset.x - ext.x / 2, lPosOffset.y - ext.y / 2);
object->setPosition(newpos);
}
//-----------------------------------------------------------------------------
DefineEngineMethod( GuiControl, getGlobalPosition, Point2I, (),,
"Get the position of the control relative to the root of the GuiControl hierarchy it is contained in.\n"
"@return The control's current position in root-relative coordinates." )

View file

@ -133,6 +133,25 @@ void GuiInputCtrl::onSleep()
clearFirstResponder();
}
void GuiInputCtrl::setActive(bool value)
{
Parent::setActive(value);
if (value)
{
if (!smDesignTime && !mIgnoreMouseEvents)
mouseLock();
setFirstResponder();
}
else
{
mouseUnlock();
clearFirstResponder();
}
}
//------------------------------------------------------------------------------
static bool isModifierKey( U16 keyCode )

View file

@ -51,6 +51,8 @@ public:
bool onWake() override;
void onSleep() override;
virtual void setActive(bool state);
bool onInputEvent( const InputEventInfo &event ) override;
static void initPersistFields();

View file

@ -1409,3 +1409,13 @@ DefineEngineMethod( EditTSCtrl, isMiddleMouseDown, bool, (),, "" )
{
return object->isMiddleMouseDown();
}
DefineEngineMethod(EditTSCtrl, isLeftMouseDown, bool, (), , "")
{
return object->isLeftMouseDown();
}
DefineEngineMethod(EditTSCtrl, isRightMouseDown, bool, (), , "")
{
return object->isRightMouseDown();
}

View file

@ -189,7 +189,9 @@ class EditTSCtrl : public GuiTSCtrl
virtual void on3DMouseWheelDown(const Gui3DMouseEvent &){};
virtual void get3DCursor(GuiCursor *&cursor, bool &visible, const Gui3DMouseEvent &);
virtual bool isLeftMouseDown() { return mLeftMouseDown; }
virtual bool isMiddleMouseDown() {return mMiddleMouseDown;}
virtual bool isRightMouseDown() { return mLeftMouseDown; }
bool resize(const Point2I& newPosition, const Point2I& newExtent) override;

View file

@ -101,6 +101,9 @@ void AssimpAppMesh::computeBounds(Box3F& bounds)
TSMesh* AssimpAppMesh::constructTSMesh()
{
if (points.empty() || normals.empty() || primitives.empty() || indices.empty())
return NULL;
TSMesh* tsmesh;
if (isSkin())
{

View file

@ -126,6 +126,9 @@ void AppMesh::computeNormals()
TSMesh* AppMesh::constructTSMesh()
{
if (points.empty() || normals.empty() || primitives.empty() || indices.empty())
return NULL;
TSMesh* tsmesh;
if (isSkin())
{

View file

@ -156,7 +156,7 @@ function loadMissionStage3()
function GameBase::onCreateGame(%this)
{
%db = %this.getDatablock();
if (%db.isMethod("onCreateGame"))
if (isObject(%db) && %db.isMethod("onCreateGame"))
{
%db.onCreateGame(%this);
}

View file

@ -1199,140 +1199,169 @@ function AutodetectGraphics()
%intel = ( strstr( strupr( getDisplayDeviceInformation() ), "INTEL" ) != -1 ) ? true : false;
%videoMem = GFXCardProfilerAPI::getVideoMemoryMB();
if ( %shaderVer < 2.0 )
{
echo("Your video card does not meet the minimum requirment of shader model 2.0.");
}
if ( %shaderVer < 3.0 || %intel )
//Is this a steamdeck?
if(startsWith(getDisplayDeviceInformation(), "AMD Custom GPU 0405"))
{
// Allow specular and normals for 2.0a and 2.0b
if ( %shaderVer > 2.0 )
{
MeshQualityGroup.applySetting("Lowest");
TextureQualityGroup.applySetting("Lowest");
GroundCoverDensityGroup.applySetting("Lowest");
DecalLifetimeGroup.applySetting("None");
TerrainQualityGroup.applySetting("Lowest");
ShaderQualityGroup.applySetting("High");
ShadowQualityList.applySetting("None");
SoftShadowList.applySetting("Off");
$pref::Shadows::useShadowCaching = true;
AnisotropicFilterOptionsGroup.applySetting("None");
AntiAliasingOptionsGroup.applySetting("Off");
ParallaxOptionsGroup.applySetting("Off");
TrueWaterReflectionsOptionsGroup.applySetting("Off");
PostFXSSAOOptionsGroup.applySetting("Off");
PostFXDOFOptionsGroup.applySetting("Off");
PostFXVignetteOptionsGroup.applySetting("Off");
PostFXLightRayOptionsGroup.applySetting("Off");
}
else
{
MeshQualityGroup.applySetting("Lowest");
TextureQualityGroup.applySetting("Lowest");
GroundCoverDensityGroup.applySetting("Lowest");
DecalLifetimeGroup.applySetting("None");
TerrainQualityGroup.applySetting("Lowest");
ShaderQualityGroup.applySetting("Low");
ShadowQualityList.applySetting("None");
SoftShadowList.applySetting("Off");
$pref::Shadows::useShadowCaching = true;
AnisotropicFilterOptionsGroup.applySetting("None");
AntiAliasingOptionsGroup.applySetting("Off");
ParallaxOptionsGroup.applySetting("Off");
TrueWaterReflectionsOptionsGroup.applySetting("Off");
PostFXSSAOOptionsGroup.applySetting("Off");
PostFXDOFOptionsGroup.applySetting("Off");
PostFXVignetteOptionsGroup.applySetting("Off");
PostFXLightRayOptionsGroup.applySetting("Off");
}
}
//If we're on a steamdeck, we can specifically calibrate settings for the platform here
MeshQualityGroup.applySetting("Medium");
TextureQualityGroup.applySetting("Medium");
GroundCoverDensityGroup.applySetting("Medium");
DecalLifetimeGroup.applySetting("Medium");
TerrainQualityGroup.applySetting("Medium");
ShaderQualityGroup.applySetting("High");
ShadowQualityList.applySetting("None");
SoftShadowList.applySetting("Low");
$pref::Shadows::useShadowCaching = true;
AnisotropicFilterOptionsGroup.applySetting("4x");
AntiAliasingOptionsGroup.applySetting("SMAA");
ParallaxOptionsGroup.applySetting("On");
TrueWaterReflectionsOptionsGroup.applySetting("On");
PostFXSSAOOptionsGroup.applySetting("Off");
PostFXDOFOptionsGroup.applySetting("On");
PostFXVignetteOptionsGroup.applySetting("On");
PostFXLightRayOptionsGroup.applySetting("On");
}
else
{
if ( %videoMem > 1000 )
{
MeshQualityGroup.applySetting("High");
TextureQualityGroup.applySetting("High");
GroundCoverDensityGroup.applySetting("High");
DecalLifetimeGroup.applySetting("High");
TerrainQualityGroup.applySetting("High");
ShaderQualityGroup.applySetting("High");
ShadowQualityList.applySetting("High");
SoftShadowList.applySetting("High");
//Should this default to on in ultra settings?
$pref::Shadows::useShadowCaching = true;
AnisotropicFilterOptionsGroup.applySetting("16x");
AntiAliasingOptionsGroup.applySetting("SMAA High");
ParallaxOptionsGroup.applySetting("On");
TrueWaterReflectionsOptionsGroup.applySetting("On");
PostFXSSAOOptionsGroup.applySetting("On");
PostFXDOFOptionsGroup.applySetting("On");
PostFXVignetteOptionsGroup.applySetting("On");
PostFXLightRayOptionsGroup.applySetting("On");
if ( %shaderVer < 2.0 )
{
echo("Your video card does not meet the minimum requirment of shader model 2.0.");
}
else if ( %videoMem > 400 || %videoMem == 0 )
if ( %shaderVer < 3.0 || %intel )
{
MeshQualityGroup.applySetting("Medium");
TextureQualityGroup.applySetting("Medium");
GroundCoverDensityGroup.applySetting("Medium");
DecalLifetimeGroup.applySetting("Medium");
TerrainQualityGroup.applySetting("Medium");
ShaderQualityGroup.applySetting("High");
ShadowQualityList.applySetting("Medium");
SoftShadowList.applySetting("Low");
$pref::Shadows::useShadowCaching = true;
AnisotropicFilterOptionsGroup.applySetting("4x");
AntiAliasingOptionsGroup.applySetting("SMAA");
ParallaxOptionsGroup.applySetting("On");
TrueWaterReflectionsOptionsGroup.applySetting("On");
PostFXSSAOOptionsGroup.applySetting("Off");
PostFXDOFOptionsGroup.applySetting("On");
PostFXVignetteOptionsGroup.applySetting("On");
PostFXLightRayOptionsGroup.applySetting("On");
if ( %videoMem == 0 )
echo("Torque was unable to detect available video memory. Applying 'Medium' quality.");
}
// Allow specular and normals for 2.0a and 2.0b
if ( %shaderVer > 2.0 )
{
MeshQualityGroup.applySetting("Lowest");
TextureQualityGroup.applySetting("Lowest");
GroundCoverDensityGroup.applySetting("Lowest");
DecalLifetimeGroup.applySetting("None");
TerrainQualityGroup.applySetting("Lowest");
ShaderQualityGroup.applySetting("High");
ShadowQualityList.applySetting("None");
SoftShadowList.applySetting("Off");
$pref::Shadows::useShadowCaching = true;
AnisotropicFilterOptionsGroup.applySetting("None");
AntiAliasingOptionsGroup.applySetting("Off");
ParallaxOptionsGroup.applySetting("Off");
TrueWaterReflectionsOptionsGroup.applySetting("Off");
PostFXSSAOOptionsGroup.applySetting("Off");
PostFXDOFOptionsGroup.applySetting("Off");
PostFXVignetteOptionsGroup.applySetting("Off");
PostFXLightRayOptionsGroup.applySetting("Off");
}
else
{
MeshQualityGroup.applySetting("Lowest");
TextureQualityGroup.applySetting("Lowest");
GroundCoverDensityGroup.applySetting("Lowest");
DecalLifetimeGroup.applySetting("None");
TerrainQualityGroup.applySetting("Lowest");
ShaderQualityGroup.applySetting("Low");
ShadowQualityList.applySetting("None");
SoftShadowList.applySetting("Off");
$pref::Shadows::useShadowCaching = true;
AnisotropicFilterOptionsGroup.applySetting("None");
AntiAliasingOptionsGroup.applySetting("Off");
ParallaxOptionsGroup.applySetting("Off");
TrueWaterReflectionsOptionsGroup.applySetting("Off");
PostFXSSAOOptionsGroup.applySetting("Off");
PostFXDOFOptionsGroup.applySetting("Off");
PostFXVignetteOptionsGroup.applySetting("Off");
PostFXLightRayOptionsGroup.applySetting("Off");
}
}
else
{
MeshQualityGroup.applySetting("Low");
TextureQualityGroup.applySetting("Low");
GroundCoverDensityGroup.applySetting("Low");
DecalLifetimeGroup.applySetting("Low");
TerrainQualityGroup.applySetting("Low");
ShaderQualityGroup.applySetting("Low");
ShadowQualityList.applySetting("None");
SoftShadowList.applySetting("Off");
$pref::Shadows::useShadowCaching = true;
AnisotropicFilterOptionsGroup.applySetting("None");
AntiAliasingOptionsGroup.applySetting("FXAA");
ParallaxOptionsGroup.applySetting("On");
TrueWaterReflectionsOptionsGroup.applySetting("On");
PostFXSSAOOptionsGroup.applySetting("Off");
PostFXDOFOptionsGroup.applySetting("Off");
PostFXVignetteOptionsGroup.applySetting("Off");
PostFXLightRayOptionsGroup.applySetting("Off");
if ( %videoMem > 1000 )
{
MeshQualityGroup.applySetting("High");
TextureQualityGroup.applySetting("High");
GroundCoverDensityGroup.applySetting("High");
DecalLifetimeGroup.applySetting("High");
TerrainQualityGroup.applySetting("High");
ShaderQualityGroup.applySetting("High");
ShadowQualityList.applySetting("High");
SoftShadowList.applySetting("High");
//Should this default to on in ultra settings?
$pref::Shadows::useShadowCaching = true;
AnisotropicFilterOptionsGroup.applySetting("16x");
AntiAliasingOptionsGroup.applySetting("SMAA High");
ParallaxOptionsGroup.applySetting("On");
TrueWaterReflectionsOptionsGroup.applySetting("On");
PostFXSSAOOptionsGroup.applySetting("On");
PostFXDOFOptionsGroup.applySetting("On");
PostFXVignetteOptionsGroup.applySetting("On");
PostFXLightRayOptionsGroup.applySetting("On");
}
else if ( %videoMem > 400 || %videoMem == 0 )
{
MeshQualityGroup.applySetting("Medium");
TextureQualityGroup.applySetting("Medium");
GroundCoverDensityGroup.applySetting("Medium");
DecalLifetimeGroup.applySetting("Medium");
TerrainQualityGroup.applySetting("Medium");
ShaderQualityGroup.applySetting("High");
ShadowQualityList.applySetting("Medium");
SoftShadowList.applySetting("Low");
$pref::Shadows::useShadowCaching = true;
AnisotropicFilterOptionsGroup.applySetting("4x");
AntiAliasingOptionsGroup.applySetting("SMAA");
ParallaxOptionsGroup.applySetting("On");
TrueWaterReflectionsOptionsGroup.applySetting("On");
PostFXSSAOOptionsGroup.applySetting("Off");
PostFXDOFOptionsGroup.applySetting("On");
PostFXVignetteOptionsGroup.applySetting("On");
PostFXLightRayOptionsGroup.applySetting("On");
if ( %videoMem == 0 )
echo("Torque was unable to detect available video memory. Applying 'Medium' quality.");
}
else
{
MeshQualityGroup.applySetting("Low");
TextureQualityGroup.applySetting("Low");
GroundCoverDensityGroup.applySetting("Low");
DecalLifetimeGroup.applySetting("Low");
TerrainQualityGroup.applySetting("Low");
ShaderQualityGroup.applySetting("Low");
ShadowQualityList.applySetting("None");
SoftShadowList.applySetting("Off");
$pref::Shadows::useShadowCaching = true;
AnisotropicFilterOptionsGroup.applySetting("None");
AntiAliasingOptionsGroup.applySetting("FXAA");
ParallaxOptionsGroup.applySetting("On");
TrueWaterReflectionsOptionsGroup.applySetting("On");
PostFXSSAOOptionsGroup.applySetting("Off");
PostFXDOFOptionsGroup.applySetting("Off");
PostFXVignetteOptionsGroup.applySetting("Off");
PostFXLightRayOptionsGroup.applySetting("Off");
}
}
}

View file

@ -35,9 +35,7 @@
<Setting
name="AutomaticallyPromptMissingFiles">0</Setting>
<Setting
name="DuplicatAutoResolution">AutoPrune</Setting>
<Setting
name="DuplicateAutoResolution">FolderPrefix</Setting>
name="DuplicateAutoResolution">AutoPrune</Setting>
<Setting
name="PreventImportWithErrors">1</Setting>
<Setting

View file

@ -99,6 +99,52 @@ function LevelAsset::onEdit(%this)
schedule( 1, 0, "EditorOpenMission", %this);
}
function LevelAsset::onShowActionMenu(%this)
{
if( !isObject( EditLevelAssetPopup ) )
{
new PopupMenu( EditLevelAssetPopup )
{
superClass = "MenuBuilder";
class = "EditorWorldMenu";
jumpFileName = "";
jumpLineNumber = "";
};
}
//Regen the menu so we're fully up and current with options and references
EditLevelAssetPopup.clearItems();
EditLevelAssetPopup.appendItem("Edit Asset" TAB "" TAB $CurrentAssetBrowser @ ".editAsset();");
EditLevelAssetPopup.appendItem("Rename Asset" TAB "" TAB $CurrentAssetBrowser @ ".renameAsset();");
EditLevelAssetPopup.appendItem("Reload Asset" TAB "" TAB $CurrentAssetBrowser @ ".refreshAsset();");
EditLevelAssetPopup.appendItem("Asset Properties" TAB "" TAB $CurrentAssetBrowser @ ".editAssetInfo();");
EditLevelAssetPopup.appendItem("-");
EditLevelAssetPopup.appendItem("Duplicate Asset" TAB "" TAB $CurrentAssetBrowser @ ".duplicateAsset();");
EditLevelAssetPopup.appendItem("-");
EditLevelAssetPopup.appendItem("Regenerate Preview Image" TAB "" TAB $CurrentAssetBrowser @ ".regeneratePreviewImage();");
EditLevelAssetPopup.appendItem("-");
EditLevelAssetPopup.appendItem("Restore Backup" TAB RestoreBackupListPopup);
EditLevelAssetPopup.appendItem("-");
EditLevelAssetPopup.appendItem("Open File Location" TAB "" TAB $CurrentAssetBrowser @ ".openFileLocation();");
EditLevelAssetPopup.appendItem("-");
EditLevelAssetPopup.appendItem("Delete Asset" TAB "" TAB $CurrentAssetBrowser @ ".deleteAsset();");
%assetId = %this.getAssetId();
%assetType = AssetDatabase.getAssetType(%assetId);
EditLevelAssetPopup.objectData = %assetId;
EditLevelAssetPopup.objectType = %assetType;
RestoreBackupListPopup.populateList(%assetId);
EditLevelAssetPopup.reloadItems();
EditLevelAssetPopup.showPopup(Canvas);
$CurrentAssetBrowser.popupMenu = EditLevelAssetPopup;
}
function LevelAsset::buildBrowserElement(%this, %previewData)
{
%previewData.assetName = %this.assetName;

View file

@ -64,6 +64,52 @@ function SubSceneAsset::onCreateNew(%this)
return %tamlpath;
}
function SubSceneAsset::onShowActionMenu(%this)
{
if( !isObject( EditSubSceneAssetPopup ) )
{
new PopupMenu( EditSubSceneAssetPopup )
{
superClass = "MenuBuilder";
class = "EditorWorldMenu";
jumpFileName = "";
jumpLineNumber = "";
};
}
//Regen the menu so we're fully up and current with options and references
EditSubSceneAssetPopup.clearItems();
EditSubSceneAssetPopup.appendItem("Edit Asset" TAB "" TAB $CurrentAssetBrowser @ ".editAsset();");
EditSubSceneAssetPopup.appendItem("Rename Asset" TAB "" TAB $CurrentAssetBrowser @ ".renameAsset();");
EditSubSceneAssetPopup.appendItem("Reload Asset" TAB "" TAB $CurrentAssetBrowser @ ".refreshAsset();");
EditSubSceneAssetPopup.appendItem("Asset Properties" TAB "" TAB $CurrentAssetBrowser @ ".editAssetInfo();");
EditSubSceneAssetPopup.appendItem("-");
EditSubSceneAssetPopup.appendItem("Duplicate Asset" TAB "" TAB $CurrentAssetBrowser @ ".duplicateAsset();");
EditSubSceneAssetPopup.appendItem("-");
EditSubSceneAssetPopup.appendItem("Regenerate Preview Image" TAB "" TAB $CurrentAssetBrowser @ ".regeneratePreviewImage();");
EditSubSceneAssetPopup.appendItem("-");
EditSubSceneAssetPopup.appendItem("Restore Backup" TAB RestoreBackupListPopup);
EditSubSceneAssetPopup.appendItem("-");
EditSubSceneAssetPopup.appendItem("Open File Location" TAB "" TAB $CurrentAssetBrowser @ ".openFileLocation();");
EditSubSceneAssetPopup.appendItem("-");
EditSubSceneAssetPopup.appendItem("Delete Asset" TAB "" TAB $CurrentAssetBrowser @ ".deleteAsset();");
%assetId = %this.getAssetId();
%assetType = AssetDatabase.getAssetType(%assetId);
EditSubSceneAssetPopup.objectData = %assetId;
EditSubSceneAssetPopup.objectType = %assetType;
RestoreBackupListPopup.populateList(%assetId);
EditSubSceneAssetPopup.reloadItems();
EditSubSceneAssetPopup.showPopup(Canvas);
$CurrentAssetBrowser.popupMenu = EditSubSceneAssetPopup;
}
function SubSceneAsset::buildBrowserElement(%this, %previewData)
{
%previewData.assetName = %this.assetName;

View file

@ -132,6 +132,49 @@ function createTerrainBlock(%assetId)
//
}
function TerrainAsset::onShowActionMenu(%this)
{
if( !isObject( EditTerrainAssetPopup ) )
{
new PopupMenu( EditTerrainAssetPopup )
{
superClass = "MenuBuilder";
class = "EditorWorldMenu";
jumpFileName = "";
jumpLineNumber = "";
};
}
//Regen the menu so we're fully up and current with options and references
EditTerrainAssetPopup.clearItems();
EditTerrainAssetPopup.appendItem("Edit Asset" TAB "" TAB $CurrentAssetBrowser @ ".editAsset();");
EditTerrainAssetPopup.appendItem("Rename Asset" TAB "" TAB $CurrentAssetBrowser @ ".renameAsset();");
EditTerrainAssetPopup.appendItem("Reload Asset" TAB "" TAB $CurrentAssetBrowser @ ".refreshAsset();");
EditTerrainAssetPopup.appendItem("Asset Properties" TAB "" TAB $CurrentAssetBrowser @ ".editAssetInfo();");
EditTerrainAssetPopup.appendItem("-");
EditTerrainAssetPopup.appendItem("Duplicate Asset" TAB "" TAB $CurrentAssetBrowser @ ".duplicateAsset();");
EditTerrainAssetPopup.appendItem("-");
EditTerrainAssetPopup.appendItem("Restore Backup" TAB RestoreBackupListPopup);
EditTerrainAssetPopup.appendItem("-");
EditTerrainAssetPopup.appendItem("Open File Location" TAB "" TAB $CurrentAssetBrowser @ ".openFileLocation();");
EditTerrainAssetPopup.appendItem("-");
EditTerrainAssetPopup.appendItem("Delete Asset" TAB "" TAB $CurrentAssetBrowser @ ".deleteAsset();");
%assetId = %this.getAssetId();
%assetType = AssetDatabase.getAssetType(%assetId);
EditTerrainAssetPopup.objectData = %assetId;
EditTerrainAssetPopup.objectType = %assetType;
RestoreBackupListPopup.populateList(%assetId);
EditTerrainAssetPopup.reloadItems();
EditTerrainAssetPopup.showPopup(Canvas);
$CurrentAssetBrowser.popupMenu = EditTerrainAssetPopup;
}
function TerrainAsset::onWorldEditorDropped(%this, %position)
{

View file

@ -520,4 +520,87 @@ function AssetBrowser::openFolderLocation(%this, %folderPath)
systemCommand(%cmd);
}
}
}
//-------------------------------------------------------------
function AssetBrowser::getAssetBackupCount(%this, %assetId)
{
//process it and then check if we have any autosave backups
%processedId = strReplace(EditAssetPopup.assetId, ":", "_");
%autosavePath = "tools/autosave/" @ %processedId @ "/";
RestoreBackupListPopup.clearItems();
if(isDirectory(%autosavePath))
{
%dirs = getDirectoryList(%autosavePath);
%count = getFieldCount(%dirs);
return %count;
}
return 0;
}
function AssetBrowser::restoreAssetBackup(%this, %assetId, %index)
{
if(!AssetDatabase.isDeclaredAsset(%assetId))
{
error("AssetBrowser::restoreAssetBackup() - Attempted to restore backed up version of asset: " @ %assetId @ " but asset is not validly declared!");
return;
}
//process it and then check if we have any autosave backups
%processedId = strReplace(%assetId, ":", "_");
%autosavePath = "tools/autosave/" @ %processedId @ "/";
if(isDirectory(%autosavePath))
{
%dirs = getDirectoryList(%autosavePath);
%count = getFieldCount(%dirs);
if(%count > 0)
{
%saveArray = new ArrayObject(){};
//loop over the entries and find the oldest one
for(%f=0; %f < %count; %f++)
{
%saveArray.add(getField(%dirs, %f));
}
%saveArray.sortk();
%folderName = %saveArray.getKey(%index);
//now we just copy the contents of the folder into our assetId path and refresh
%assetPath = AssetDatabase.getAssetPath(%assetId);
%autosaveFullPath = %autosavePath @ "/" @ %folderName @ "/";
%autosaveFullPath = strReplace(%autosaveFullPath, "//", "/");
%file = findFirstFile( %autosaveFullPath @ "*.*" );
while( %file !$= "" )
{
%fileName = fileName(%file);
%assetFileName = %assetPath @ "/" @ %fileName;
warn("| Copying file from: " @ %file @ " to: " @ %assetFileName);
if(!pathCopy(%file, %assetFileName, false))
{
error("AssetBrowser::restoreAssetBackup() - Something went wrong when copying the file: " @ %file @ " to " @ %assetFileName);
}
%file = findNextFile( %autosaveFullPath @ "*.*" );
}
AssetBrowser.reloadAsset(%assetId);
}
else
{
error("AssetBrowser::restoreAssetBackup() - Attempted to restore backed up version of asset: " @ %assetId @ " but no autosaves were found!");
}
}
else
{
error("AssetBrowser::restoreAssetBackup() - Attempted to restore backed up version of asset: " @ %assetId @ " but autosave directory doesn't exist!");
}
}

View file

@ -43,6 +43,18 @@ function AssetBrowser::buildPopupMenus(%this)
};
}
if( !isObject( RestoreBackupListPopup ) )
{
new PopupMenu( RestoreBackupListPopup )
{
superClass = "MenuBuilder";
class = "EditorWorldMenu";
//isPopup = true;
radioSelection = false;
};
}
if( !isObject( EditLevelAssetPopup ) )
{
new PopupMenu( EditLevelAssetPopup )
@ -59,9 +71,11 @@ function AssetBrowser::buildPopupMenus(%this)
item[ 5 ] = "-";
Item[ 6 ] = "Duplicate Asset" TAB "" TAB "AssetBrowser.duplicateAsset();";
item[ 7 ] = "-";
item[ 8 ] = "Open File Location" TAB "" TAB "AssetBrowser.openFileLocation();";
Item[ 8 ] = "Restore Backup" TAB RestoreBackupListPopup;
item[ 9 ] = "-";
item[ 10 ] = "Delete Asset" TAB "" TAB "AssetBrowser.deleteAsset();";
item[ 10 ] = "Open File Location" TAB "" TAB "AssetBrowser.openFileLocation();";
item[ 11 ] = "-";
item[ 12 ] = "Delete Asset" TAB "" TAB "AssetBrowser.deleteAsset();";
jumpFileName = "";
jumpLineNumber = "";
@ -82,9 +96,11 @@ function AssetBrowser::buildPopupMenus(%this)
item[ 3 ] = "-";
Item[ 4 ] = "Duplicate Asset" TAB "" TAB "AssetBrowser.duplicateAsset();";
item[ 5 ] = "-";
item[ 6 ] = "Open File Location" TAB "" TAB "AssetBrowser.openFileLocation();";
Item[ 6 ] = "Restore Backup" TAB RestoreBackupListPopup;
item[ 7 ] = "-";
item[ 8 ] = "Delete Asset" TAB "" TAB "AssetBrowser.deleteAsset();";
item[ 8 ] = "Open File Location" TAB "" TAB "AssetBrowser.openFileLocation();";
item[ 9 ] = "-";
item[ 10 ] = "Delete Asset" TAB "" TAB "AssetBrowser.deleteAsset();";
jumpFileName = "";
jumpLineNumber = "";
@ -398,3 +414,41 @@ function AddNewScriptAssetPopupMenu::setupDefaultState(%this)
function AddNewScriptAssetPopupMenu::setupGuiControls(%this)
{
}
function RestoreBackupListPopup::populateList(%this, %assetId)
{
//process it and then check if we have any autosave backups
%processedId = strReplace(%assetId, ":", "_");
%autosavePath = "tools/autosave/" @ %processedId @ "/";
RestoreBackupListPopup.clearItems();
if(isDirectory(%autosavePath))
{
%dirs = getDirectoryList(%autosavePath);
%count = getFieldCount(%dirs);
if(%count > 0)
{
%saveArray = new ArrayObject(){};
//loop over the entries and find the oldest one
for(%f=0; %f < %count; %f++)
{
%saveArray.add(getField(%dirs, %f));
}
%saveArray.sortk();
for(%i=0; %i < %count; %i++)
{
%folderName = %saveArray.getKey(%i);
%labelText = %folderName @ " (" @ fileModifiedTime(%autosavePath @ %folderName) @ ")";
RestoreBackupListPopup.addItem(%i, %labelText TAB "" TAB "AssetBrowser.restoreAssetBackup(\"" @ %assetId @ "\"," @ %i @ ");");
echo("Added restore item: " @ %labelText TAB "" TAB "AssetBrowser.restoreAssetBackup(\"" @ %assetId @ "\"," @ %i @ ");");
}
%saveArray.delete();
}
}
}

View file

@ -333,11 +333,13 @@ function MenuBuilder::addItem(%this, %pos, %item)
{
%this.insertItem(%pos, %name !$= "-" ? %name : "", %accel, %cmd, %bitmapIdx $= "" ? -1 : %bitmapIdx);
}
return %pos;
}
function MenuBuilder::appendItem(%this, %item)
{
%this.addItem(%this.getItemCount(), %item);
return %this.addItem(%this.getItemCount(), %item);
}
function MenuBuilder::onAdd(%this)

View file

@ -41,7 +41,7 @@
<Setting
name="doubleClickAction">Edit Asset</Setting>
<Setting
name="LastPosExt">0 634 1560 360</Setting>
name="LastPosExt">0 1047 2200 360</Setting>
<Setting
name="previewTileSize">1</Setting>
<Setting
@ -76,7 +76,7 @@
<Group
name="Grid">
<Setting
name="forceSnapRotations">1</Setting>
name="forceSnapRotations">0</Setting>
<Setting
name="gridColor">255 255 255 20</Setting>
<Setting
@ -210,7 +210,7 @@
<Setting
name="backgroundBuild">1</Setting>
<Setting
name="SpawnClass">AIPlayer</Setting>
name="SpawnClass">Player</Setting>
<Setting
name="spawnDatablock">DefaultPlayerData</Setting>
</Group>
@ -276,7 +276,7 @@
<Group
name="TerrainEditor">
<Setting
name="currentAction">lowerHeight</Setting>
name="currentAction">raiseHeight</Setting>
<Group
name="ActionValues">
<Setting
@ -367,6 +367,8 @@
name="dropType">screenCenter</Setting>
<Setting
name="EditorLayoutMode">Modern</Setting>
<Setting
name="forceLoadDAE">0</Setting>
<Setting
name="forceSidebarToSide">1</Setting>
<Setting

View file

@ -555,7 +555,7 @@ function simGroup::onInspectPostApply(%this)
%this.callOnChildren("setLocked",%this.locked);
}
function simGroup::SelectFiteredObjects(%this, %min, %max)
function simGroup::SelectFilteredObjects(%this, %min, %max)
{
EWorldEditor.clearSelection();
%this.callOnChildren("filteredSelect", %min, %max );
@ -577,16 +577,29 @@ function SceneObject::filteredSelect(%this, %min, %max)
function simGroup::onInspect(%obj, %inspector)
{
//Find the 'Editing' group in the inspector
%group = %inspector.findExistentGroup("Editing");
if(isObject(%group))
if(%obj.isInNamespaceHierarchy("SceneGroup") || %obj.isInNamespaceHierarchy("SubScene"))
{
//We add a field of the type 'SimGroupSelectionButton'. This isn't a 'real' type, so when the inspector group tries to add it
//it will route down through GuiInspectorGroup(the namespace of %group) and call onConstructField in an attemp to see if there's any
//script defined functions that can build a field of that type.
//We happen to define the required 'build @ <fieldTypeName> @ Field()' function below, allowing us to build out the custom field type
%group.addField("Select Objects", "SimGroupSelectionButton", "Select filtered objects");
}
//Find the 'Editing' group in the inspector
%group = %inspector.findExistentGroup("Editing");
if(isObject(%group))
{
//We add a field of the type 'SimGroupSelectionButton'. This isn't a 'real' type, so when the inspector group tries to add it
//it will route down through GuiInspectorGroup(the namespace of %group) and call onConstructField in an attemp to see if there's any
//script defined functions that can build a field of that type.
//We happen to define the required 'build @ <fieldTypeName> @ Field()' function below, allowing us to build out the custom field type
%group.addField("Select Objects", "SimGroupSelectionButton", "Select filtered objects");
}
}
}
function scene::onInspect(%obj, %inspector)
{
simGroup::onInspect(%obj, %inspector);
}
function subScene::onInspect(%obj, %inspector)
{
simGroup::onInspect(%obj, %inspector);
}
function GuiInspectorGroup::buildSimGroupSelectionButtonField(%this, %fieldName, %fieldLabel, %fieldDesc,
@ -687,7 +700,7 @@ function GuiInspectorGroup::buildSimGroupSelectionButtonField(%this, %fieldName,
tooltipProfile = "EditorToolTipProfile";
text = "Select";
maxLength = "1024";
command = %ownerObj @ ".SelectFiteredObjects("@ %ownerObj.minSize @","@ %ownerObj.maxSize @");";
command = %ownerObj @ ".SelectFilteredObjects("@ %ownerObj @".getFieldValue(\"minSize\"),"@ %ownerObj @".getFieldValue(\"maxSize\"));";
};
};

View file

@ -427,79 +427,148 @@ function EditorSaveMissionAs( %levelAsset )
function EditorAutoSaveMission()
{
// just save the mission without renaming it
//re-init the schedule
%autosaveInterval = EditorSettings.value("WorldEditor/AutosaveInterval", "5");
%autosaveInterval = %autosaveInterval * 60000; //convert to milliseconds from minutes
if($Editor::AutoSaveIndex $= "" || $Editor::AutoSaveIndex $= "5")
$Editor::AutoSaveIndex = 1;
else
$Editor::AutoSaveIndex++;
if(EditorGui.autosaveSchedule !$= "")
cancel(EditorGui.autosaveSchedule);
%autosaveFileName = "tools/autosave/" @ fileBase($Server::MissionFile) @ "_autosave" @ $Editor::AutoSaveIndex @ fileExt($Server::MissionFile);
EditorGui.autosaveSchedule = schedule( %autosaveInterval, 0, "EditorAutoSaveMission" );
// first check for dirty and read-only files:
if((EWorldEditor.isDirty || ETerrainEditor.isMissionDirty) && !isWriteableFileName(%autosaveFileName))
// first check for dirty
if(!EWorldEditor.isDirty && !ETerrainEditor.isMissionDirty)
{
return false;
}
//TODO: Make Autosave work with terrains
/*if(ETerrainEditor.isDirty)
{
// Find all of the terrain files
initContainerTypeSearch($TypeMasks::TerrainObjectType);
while ((%terrainObject = containerSearchNext()) != 0)
{
if (!isWriteableFileName(%terrainObject.terrainFile))
{
if (toolsMessageBox("Error", "Terrain file \""@ %terrainObject.terrainFile @ "\" is read-only. Continue?", "Ok", "Stop") == $MROk)
continue;
else
return false;
}
}
}*/
// now write the terrain and mission files out:
if(EWorldEditor.isDirty || ETerrainEditor.isMissionDirty)
getScene(0).save(%autosaveFileName);
//Also skip out if we're actively performing an action
if(EditorGui.currentEditor.editorGui.isLeftMouseDown() || EditorGui.currentEditor.editorGui.isMiddleMouseDown() ||
EditorGui.currentEditor.editorGui.isRightMouseDown())
return false;
//TODO: Make Autosave work with terrains
/*if(ETerrainEditor.isDirty)
%backupFilePathBase = "tools/autosave/";
if(!isObject(AssetBackupListArray))
{
// Find all of the terrain files
initContainerTypeSearch($TypeMasks::TerrainObjectType);
while ((%terrainObject = containerSearchNext()) != 0)
new ArrayObject(AssetBackupListArray){};
}
AssetBackupListArray.empty();
//Next, we figure out what all we're planning to save
%terrainObjects = getRootScene().getObjectsByClass("TerrainBlock", false);
for(%i=0; %i < getWordCount(%terrainObjects); %i++)
{
%terrObj = getWord(%terrainObjects, %i);
%terrAssetId = %terrObj.terrainAsset;
%sanitizedName = strReplace(%terrAssetId, ":", "_");
%terrAssetBackupPath = %backupFilePathBase @ %sanitizedName @ "/";
AssetBackupListArray.add(%terrAssetBackupPath, %terrAssetId SPC %terrObj);
}
%subScenes = getRootScene().getObjectsByClass("SubScene", false);
for(%i=0; %i < getWordCount(%subScenes); %i++)
{
%subSceneObj = getWord(%subScenes, %i);
%subSceneAssetId = %subSceneObj.levelAsset;
%sanitizedName = strReplace(%subSceneAssetId, ":", "_");
%subSceneAssetBackupPath = %backupFilePathBase @ %sanitizedName @ "/";
AssetBackupListArray.add(%subSceneAssetBackupPath, %subSceneAssetId SPC %subSceneObj);
}
%levelAssetId = $Server::LevelAsset.getAssetId();
%levelSanitizedName = strReplace(%levelAssetId, ":", "_");
%levelAssetBackupPath = %backupFilePathBase @ %levelSanitizedName @ "/";
AssetBackupListArray.add(%levelAssetBackupPath, %levelAssetId SPC getRootScene());
//Now we process through our assets to find index counts and save off a copy duplicate to the backup path
if($Editor::MaxAutosaves $= "")
$Editor::MaxAutosaves = 10;
for(%i=0; %i < AssetBackupListArray.count(); %i++)
{
%path = AssetBackupListArray.getKey(%i);
%assetId = getWord(AssetBackupListArray.getValue(%i), 0);
%obj = getWord(AssetBackupListArray.getValue(%i), 1);
%dirList = getDirectoryList(%path);
%savesCount = getFieldCount(%dirList);
%newestFolder = 0;
%oldestFolder = -1;
if(%savesCount != 0)
{
if(%terrainObject.terrainAsset !$= "")
%saveArray = new ArrayObject(){};
//loop over the entries and find the oldest one
for(%f=0; %f < %savesCount; %f++)
{
//we utilize a terrain asset, so we'll update our dependencies while we're at it
%terrainObject.saveAsset();
%saveArray.add(getField(%dirList, %f), %f);
}
else
%saveArray.sortk(true);
%oldestFolder = %saveArray.getKey(0);
%newestFolder = %saveArray.getKey(%savesCount-1);
%saveArray.delete();
}
if(%savesCount >= $Editor::MaxAutosaves)
{
AssetBrowser.dirHandler.deleteFolder(%path @ %oldestFolder @ "/");
}
%newSaveFolder = %newestFolder + 1;
%newSaveFolderPath = %path @ %newSaveFolder @ "/";
if(!isDirectory(%newSaveFolderPath))
{
AssetBrowser.dirHandler.createFolder(%newSaveFolderPath);
}
else
{
error("EditorAutoSaveMission() - Somehow we indicated a brand new save folder, but it already exists? Stopping to avoid problems");
continue;
}
%assetFilePath = AssetDatabase.getAssetFilePath(%assetId);
%assetFileName = fileName(%assetFilePath);
%assetPath = filePath(%assetFilePath) @ "/";
if(!pathCopy(%assetFilePath, %newSaveFolderPath @ %assetFileName))
{
error("EditorAutoSaveMission() - failed to copy the asset file: " @ %assetFilePath @ " to backup directory!");
continue;
}
//Do the actual copy of the files for backup purposes now
%looseFileCount = AssetDatabase.getAssetLooseFileCount(%assetId);
for(%lf = 0; %lf < %looseFileCount; %lf++)
{
%looseFile = AssetDatabase.getAssetLooseFile(%assetId, %lf);
%looseFileName = fileName(%looseFile);
if(!isFile(%looseFile))
continue; //only bother with real files
if(!pathCopy(%looseFile, %newSaveFolderPath @ %looseFileName))
{
%terrainObject.save(%terrainObject.terrainFile);
error("EditorAutoSaveMission() - failed to copy the asset loose file: " @ %assetPath @ %looseFileName @ " to backup directory!");
}
%fileExt = fileExt(%looseFile);
if(%fileExt $= ".mis")
%obj.save(%newSaveFolderPath @ %looseFileName, false);
else if(%fileExt $= ".subMis" || %fileExt $= ".ter")
%obj.save(%newSaveFolderPath @ %looseFileName); //Save out the current status of it to the file so we have our actual snapshot
}
}
ETerrainPersistMan.saveDirty();*/
// Give EditorPlugins a chance to save.
for ( %i = 0; %i < EditorPluginSet.getCount(); %i++ )
{
%obj = EditorPluginSet.getObject(%i);
if ( %obj.isDirty() )
%obj.onSaveMission( %autosaveFileName );
}
%autosaveInterval = EditorSettings.value("WorldEditor/AutosaveInterval", "5");
%autosaveInterval = %autosaveInterval * 60000; //convert to milliseconds from minutes
EditorGui.autosaveSchedule = schedule( %autosaveInterval, 0, "EditorAutoSaveMission" );
return true;
}
function EditorOpenMission(%levelAsset)
@ -722,6 +791,14 @@ function EditorExplodePrefab()
function makeSelectedAMesh(%assetId)
{
%selectedCount = EWorldEditor.getSelectionSize();
if(!%selectedCount)
{
error("You need to select at least one object to turn it into a mesh!");
return;
}
%assetDef = AssetDatabase.acquireAsset(%assetId);
%assetPath = AssetDatabase.getAssetPath(%assetId);
@ -740,6 +817,21 @@ function makeSelectedAMesh(%assetId)
{
//Next, for safety purposes(and convenience!) we'll make them a prefab aping off the filepath/name provided
//TODO: Make this an editor option
//We want to figure out where this stuff goes, so scan through our selected objects
//And see if we have a common parent
%sameParent = true;
%firstParent = EWorldEditor.getSelectedObject(0).parentGroup;
for(%i=1; %i < %selectedCount; %i++)
{
%selectedObj = EWorldEditor.getSelectedObject(%i);
if(%firstParent != %selectedObj.parentGroup)
{
%sameParent = false;
break;
}
}
%prefabPath = %assetPath @ "/" @ %assetDef.AssetName @ ".prefab";
EWorldEditor.makeSelectionPrefab(%prefabPath, false);
%selectionPos = EWorldEditor.getSelectedObject(0).getPosition();
@ -752,8 +844,14 @@ function makeSelectedAMesh(%assetId)
shapeAsset = %assetId;
position = %selectionPos;
};
getRootScene().add(%newStatic);
if(%sameParent)
%firstParent.add(%newStatic);
else
getRootScene().add(%newStatic);
EWorldEditor.clearSelection();
EWorldEditor.selectObject(%newStatic);
}
EditorTree.buildVisibleTree( true );