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- 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
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33 changed files with 978 additions and 237 deletions
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@ -2435,6 +2435,69 @@ AssetManager::typeAssetDependsOnHash* AssetManager::getDependedOnAssets()
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// Find any asset dependencies.
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return &mAssetDependsOn;
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}
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//-----------------------------------------------------------------------------
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S32 AssetManager::getAssetLooseFileCount(const char* pAssetId)
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{
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// Debug Profiling.
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PROFILE_SCOPE(AssetManager_getAssetLooseFileCount);
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// Sanity!
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AssertFatal(pAssetId != NULL, "Cannot get loose files for NULL asset Id.");
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// Find asset.
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AssetDefinition* pAssetDefinition = findAsset(pAssetId);
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// Did we find the asset?
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if (pAssetDefinition == NULL)
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{
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// No, so warn.
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Con::warnf("Asset Manager: Failed to get loose files for asset Id '%s' as it does not exist.", pAssetId);
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return false;
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}
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S32 looseFileCount = pAssetDefinition->mAssetLooseFiles.size();
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// Cleanup our reference
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pAssetDefinition = NULL;
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return looseFileCount;
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}
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//-----------------------------------------------------------------------------
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const char* AssetManager::getAssetLooseFile(const char* pAssetId, const S32& index)
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{
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// Debug Profiling.
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PROFILE_SCOPE(AssetManager_getAssetLooseFile);
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// Sanity!
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AssertFatal(pAssetId != NULL, "Cannot get loose file for NULL asset Id.");
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// Find asset.
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AssetDefinition* pAssetDefinition = findAsset(pAssetId);
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// Did we find the asset?
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if (pAssetDefinition == NULL)
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{
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// No, so warn.
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Con::warnf("Asset Manager: Failed to get loose file for asset Id '%s' as it does not exist.", pAssetId);
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return false;
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}
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if(index < 0 || index >= pAssetDefinition->mAssetLooseFiles.size())
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{
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Con::warnf("Asset Manager : Failed to get loose file for asset Id '%s' as the index was out of range.", pAssetId);
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}
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StringTableEntry looseFile = pAssetDefinition->mAssetLooseFiles[index];
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// Cleanup our reference
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pAssetDefinition = NULL;
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return looseFile;
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}
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//-----------------------------------------------------------------------------
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bool AssetManager::scanDeclaredAssets( const char* pPath, const char* pExtension, const bool recurse, ModuleDefinition* pModuleDefinition )
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