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