- 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

@ -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");