mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-04-20 11:55:33 +00:00
- 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:
parent
70502d1b0f
commit
bb7ee38bf4
33 changed files with 978 additions and 237 deletions
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@ -156,7 +156,7 @@ function loadMissionStage3()
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function GameBase::onCreateGame(%this)
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{
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%db = %this.getDatablock();
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if (%db.isMethod("onCreateGame"))
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if (isObject(%db) && %db.isMethod("onCreateGame"))
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{
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%db.onCreateGame(%this);
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}
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@ -1199,140 +1199,169 @@ function AutodetectGraphics()
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%intel = ( strstr( strupr( getDisplayDeviceInformation() ), "INTEL" ) != -1 ) ? true : false;
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%videoMem = GFXCardProfilerAPI::getVideoMemoryMB();
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if ( %shaderVer < 2.0 )
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{
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echo("Your video card does not meet the minimum requirment of shader model 2.0.");
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}
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if ( %shaderVer < 3.0 || %intel )
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//Is this a steamdeck?
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if(startsWith(getDisplayDeviceInformation(), "AMD Custom GPU 0405"))
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{
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// Allow specular and normals for 2.0a and 2.0b
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if ( %shaderVer > 2.0 )
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{
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MeshQualityGroup.applySetting("Lowest");
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TextureQualityGroup.applySetting("Lowest");
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GroundCoverDensityGroup.applySetting("Lowest");
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DecalLifetimeGroup.applySetting("None");
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TerrainQualityGroup.applySetting("Lowest");
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ShaderQualityGroup.applySetting("High");
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ShadowQualityList.applySetting("None");
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SoftShadowList.applySetting("Off");
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$pref::Shadows::useShadowCaching = true;
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AnisotropicFilterOptionsGroup.applySetting("None");
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AntiAliasingOptionsGroup.applySetting("Off");
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ParallaxOptionsGroup.applySetting("Off");
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TrueWaterReflectionsOptionsGroup.applySetting("Off");
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PostFXSSAOOptionsGroup.applySetting("Off");
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PostFXDOFOptionsGroup.applySetting("Off");
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PostFXVignetteOptionsGroup.applySetting("Off");
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PostFXLightRayOptionsGroup.applySetting("Off");
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}
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else
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{
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MeshQualityGroup.applySetting("Lowest");
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TextureQualityGroup.applySetting("Lowest");
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GroundCoverDensityGroup.applySetting("Lowest");
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DecalLifetimeGroup.applySetting("None");
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TerrainQualityGroup.applySetting("Lowest");
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ShaderQualityGroup.applySetting("Low");
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ShadowQualityList.applySetting("None");
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SoftShadowList.applySetting("Off");
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$pref::Shadows::useShadowCaching = true;
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AnisotropicFilterOptionsGroup.applySetting("None");
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AntiAliasingOptionsGroup.applySetting("Off");
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ParallaxOptionsGroup.applySetting("Off");
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TrueWaterReflectionsOptionsGroup.applySetting("Off");
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PostFXSSAOOptionsGroup.applySetting("Off");
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PostFXDOFOptionsGroup.applySetting("Off");
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PostFXVignetteOptionsGroup.applySetting("Off");
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PostFXLightRayOptionsGroup.applySetting("Off");
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}
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}
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//If we're on a steamdeck, we can specifically calibrate settings for the platform here
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MeshQualityGroup.applySetting("Medium");
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TextureQualityGroup.applySetting("Medium");
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GroundCoverDensityGroup.applySetting("Medium");
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DecalLifetimeGroup.applySetting("Medium");
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TerrainQualityGroup.applySetting("Medium");
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ShaderQualityGroup.applySetting("High");
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ShadowQualityList.applySetting("None");
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SoftShadowList.applySetting("Low");
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$pref::Shadows::useShadowCaching = true;
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AnisotropicFilterOptionsGroup.applySetting("4x");
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AntiAliasingOptionsGroup.applySetting("SMAA");
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ParallaxOptionsGroup.applySetting("On");
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TrueWaterReflectionsOptionsGroup.applySetting("On");
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PostFXSSAOOptionsGroup.applySetting("Off");
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PostFXDOFOptionsGroup.applySetting("On");
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PostFXVignetteOptionsGroup.applySetting("On");
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PostFXLightRayOptionsGroup.applySetting("On");
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}
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else
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{
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if ( %videoMem > 1000 )
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{
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MeshQualityGroup.applySetting("High");
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TextureQualityGroup.applySetting("High");
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GroundCoverDensityGroup.applySetting("High");
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DecalLifetimeGroup.applySetting("High");
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TerrainQualityGroup.applySetting("High");
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ShaderQualityGroup.applySetting("High");
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ShadowQualityList.applySetting("High");
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SoftShadowList.applySetting("High");
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//Should this default to on in ultra settings?
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$pref::Shadows::useShadowCaching = true;
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AnisotropicFilterOptionsGroup.applySetting("16x");
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AntiAliasingOptionsGroup.applySetting("SMAA High");
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ParallaxOptionsGroup.applySetting("On");
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TrueWaterReflectionsOptionsGroup.applySetting("On");
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PostFXSSAOOptionsGroup.applySetting("On");
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PostFXDOFOptionsGroup.applySetting("On");
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PostFXVignetteOptionsGroup.applySetting("On");
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PostFXLightRayOptionsGroup.applySetting("On");
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if ( %shaderVer < 2.0 )
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{
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echo("Your video card does not meet the minimum requirment of shader model 2.0.");
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}
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else if ( %videoMem > 400 || %videoMem == 0 )
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if ( %shaderVer < 3.0 || %intel )
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{
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MeshQualityGroup.applySetting("Medium");
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TextureQualityGroup.applySetting("Medium");
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GroundCoverDensityGroup.applySetting("Medium");
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DecalLifetimeGroup.applySetting("Medium");
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TerrainQualityGroup.applySetting("Medium");
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ShaderQualityGroup.applySetting("High");
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ShadowQualityList.applySetting("Medium");
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SoftShadowList.applySetting("Low");
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$pref::Shadows::useShadowCaching = true;
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AnisotropicFilterOptionsGroup.applySetting("4x");
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AntiAliasingOptionsGroup.applySetting("SMAA");
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ParallaxOptionsGroup.applySetting("On");
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TrueWaterReflectionsOptionsGroup.applySetting("On");
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PostFXSSAOOptionsGroup.applySetting("Off");
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PostFXDOFOptionsGroup.applySetting("On");
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PostFXVignetteOptionsGroup.applySetting("On");
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PostFXLightRayOptionsGroup.applySetting("On");
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if ( %videoMem == 0 )
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echo("Torque was unable to detect available video memory. Applying 'Medium' quality.");
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}
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// Allow specular and normals for 2.0a and 2.0b
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if ( %shaderVer > 2.0 )
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{
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MeshQualityGroup.applySetting("Lowest");
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TextureQualityGroup.applySetting("Lowest");
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GroundCoverDensityGroup.applySetting("Lowest");
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DecalLifetimeGroup.applySetting("None");
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TerrainQualityGroup.applySetting("Lowest");
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ShaderQualityGroup.applySetting("High");
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ShadowQualityList.applySetting("None");
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SoftShadowList.applySetting("Off");
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$pref::Shadows::useShadowCaching = true;
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AnisotropicFilterOptionsGroup.applySetting("None");
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AntiAliasingOptionsGroup.applySetting("Off");
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ParallaxOptionsGroup.applySetting("Off");
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TrueWaterReflectionsOptionsGroup.applySetting("Off");
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PostFXSSAOOptionsGroup.applySetting("Off");
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PostFXDOFOptionsGroup.applySetting("Off");
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PostFXVignetteOptionsGroup.applySetting("Off");
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PostFXLightRayOptionsGroup.applySetting("Off");
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}
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else
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{
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MeshQualityGroup.applySetting("Lowest");
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TextureQualityGroup.applySetting("Lowest");
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GroundCoverDensityGroup.applySetting("Lowest");
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DecalLifetimeGroup.applySetting("None");
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TerrainQualityGroup.applySetting("Lowest");
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ShaderQualityGroup.applySetting("Low");
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ShadowQualityList.applySetting("None");
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SoftShadowList.applySetting("Off");
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$pref::Shadows::useShadowCaching = true;
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AnisotropicFilterOptionsGroup.applySetting("None");
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AntiAliasingOptionsGroup.applySetting("Off");
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ParallaxOptionsGroup.applySetting("Off");
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TrueWaterReflectionsOptionsGroup.applySetting("Off");
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PostFXSSAOOptionsGroup.applySetting("Off");
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PostFXDOFOptionsGroup.applySetting("Off");
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PostFXVignetteOptionsGroup.applySetting("Off");
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PostFXLightRayOptionsGroup.applySetting("Off");
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}
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}
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else
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{
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MeshQualityGroup.applySetting("Low");
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TextureQualityGroup.applySetting("Low");
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GroundCoverDensityGroup.applySetting("Low");
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DecalLifetimeGroup.applySetting("Low");
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TerrainQualityGroup.applySetting("Low");
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ShaderQualityGroup.applySetting("Low");
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ShadowQualityList.applySetting("None");
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SoftShadowList.applySetting("Off");
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$pref::Shadows::useShadowCaching = true;
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AnisotropicFilterOptionsGroup.applySetting("None");
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AntiAliasingOptionsGroup.applySetting("FXAA");
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ParallaxOptionsGroup.applySetting("On");
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TrueWaterReflectionsOptionsGroup.applySetting("On");
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PostFXSSAOOptionsGroup.applySetting("Off");
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PostFXDOFOptionsGroup.applySetting("Off");
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PostFXVignetteOptionsGroup.applySetting("Off");
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PostFXLightRayOptionsGroup.applySetting("Off");
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if ( %videoMem > 1000 )
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{
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MeshQualityGroup.applySetting("High");
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TextureQualityGroup.applySetting("High");
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GroundCoverDensityGroup.applySetting("High");
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DecalLifetimeGroup.applySetting("High");
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TerrainQualityGroup.applySetting("High");
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ShaderQualityGroup.applySetting("High");
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ShadowQualityList.applySetting("High");
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SoftShadowList.applySetting("High");
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//Should this default to on in ultra settings?
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$pref::Shadows::useShadowCaching = true;
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AnisotropicFilterOptionsGroup.applySetting("16x");
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AntiAliasingOptionsGroup.applySetting("SMAA High");
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ParallaxOptionsGroup.applySetting("On");
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TrueWaterReflectionsOptionsGroup.applySetting("On");
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PostFXSSAOOptionsGroup.applySetting("On");
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PostFXDOFOptionsGroup.applySetting("On");
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PostFXVignetteOptionsGroup.applySetting("On");
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PostFXLightRayOptionsGroup.applySetting("On");
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}
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else if ( %videoMem > 400 || %videoMem == 0 )
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{
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MeshQualityGroup.applySetting("Medium");
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TextureQualityGroup.applySetting("Medium");
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GroundCoverDensityGroup.applySetting("Medium");
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DecalLifetimeGroup.applySetting("Medium");
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TerrainQualityGroup.applySetting("Medium");
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ShaderQualityGroup.applySetting("High");
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ShadowQualityList.applySetting("Medium");
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SoftShadowList.applySetting("Low");
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$pref::Shadows::useShadowCaching = true;
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AnisotropicFilterOptionsGroup.applySetting("4x");
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AntiAliasingOptionsGroup.applySetting("SMAA");
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ParallaxOptionsGroup.applySetting("On");
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TrueWaterReflectionsOptionsGroup.applySetting("On");
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PostFXSSAOOptionsGroup.applySetting("Off");
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PostFXDOFOptionsGroup.applySetting("On");
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PostFXVignetteOptionsGroup.applySetting("On");
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PostFXLightRayOptionsGroup.applySetting("On");
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if ( %videoMem == 0 )
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echo("Torque was unable to detect available video memory. Applying 'Medium' quality.");
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}
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else
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{
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MeshQualityGroup.applySetting("Low");
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TextureQualityGroup.applySetting("Low");
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GroundCoverDensityGroup.applySetting("Low");
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DecalLifetimeGroup.applySetting("Low");
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TerrainQualityGroup.applySetting("Low");
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ShaderQualityGroup.applySetting("Low");
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ShadowQualityList.applySetting("None");
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SoftShadowList.applySetting("Off");
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$pref::Shadows::useShadowCaching = true;
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AnisotropicFilterOptionsGroup.applySetting("None");
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AntiAliasingOptionsGroup.applySetting("FXAA");
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ParallaxOptionsGroup.applySetting("On");
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TrueWaterReflectionsOptionsGroup.applySetting("On");
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PostFXSSAOOptionsGroup.applySetting("Off");
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PostFXDOFOptionsGroup.applySetting("Off");
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PostFXVignetteOptionsGroup.applySetting("Off");
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PostFXLightRayOptionsGroup.applySetting("Off");
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}
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}
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}
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@ -35,9 +35,7 @@
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<Setting
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name="AutomaticallyPromptMissingFiles">0</Setting>
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<Setting
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name="DuplicatAutoResolution">AutoPrune</Setting>
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<Setting
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name="DuplicateAutoResolution">FolderPrefix</Setting>
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name="DuplicateAutoResolution">AutoPrune</Setting>
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<Setting
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name="PreventImportWithErrors">1</Setting>
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<Setting
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@ -99,6 +99,52 @@ function LevelAsset::onEdit(%this)
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schedule( 1, 0, "EditorOpenMission", %this);
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}
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function LevelAsset::onShowActionMenu(%this)
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{
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if( !isObject( EditLevelAssetPopup ) )
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{
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new PopupMenu( EditLevelAssetPopup )
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{
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superClass = "MenuBuilder";
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class = "EditorWorldMenu";
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jumpFileName = "";
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jumpLineNumber = "";
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};
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}
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//Regen the menu so we're fully up and current with options and references
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EditLevelAssetPopup.clearItems();
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EditLevelAssetPopup.appendItem("Edit Asset" TAB "" TAB $CurrentAssetBrowser @ ".editAsset();");
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EditLevelAssetPopup.appendItem("Rename Asset" TAB "" TAB $CurrentAssetBrowser @ ".renameAsset();");
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EditLevelAssetPopup.appendItem("Reload Asset" TAB "" TAB $CurrentAssetBrowser @ ".refreshAsset();");
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EditLevelAssetPopup.appendItem("Asset Properties" TAB "" TAB $CurrentAssetBrowser @ ".editAssetInfo();");
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EditLevelAssetPopup.appendItem("-");
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EditLevelAssetPopup.appendItem("Duplicate Asset" TAB "" TAB $CurrentAssetBrowser @ ".duplicateAsset();");
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EditLevelAssetPopup.appendItem("-");
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EditLevelAssetPopup.appendItem("Regenerate Preview Image" TAB "" TAB $CurrentAssetBrowser @ ".regeneratePreviewImage();");
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EditLevelAssetPopup.appendItem("-");
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EditLevelAssetPopup.appendItem("Restore Backup" TAB RestoreBackupListPopup);
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EditLevelAssetPopup.appendItem("-");
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EditLevelAssetPopup.appendItem("Open File Location" TAB "" TAB $CurrentAssetBrowser @ ".openFileLocation();");
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EditLevelAssetPopup.appendItem("-");
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EditLevelAssetPopup.appendItem("Delete Asset" TAB "" TAB $CurrentAssetBrowser @ ".deleteAsset();");
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%assetId = %this.getAssetId();
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%assetType = AssetDatabase.getAssetType(%assetId);
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EditLevelAssetPopup.objectData = %assetId;
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EditLevelAssetPopup.objectType = %assetType;
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RestoreBackupListPopup.populateList(%assetId);
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EditLevelAssetPopup.reloadItems();
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EditLevelAssetPopup.showPopup(Canvas);
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$CurrentAssetBrowser.popupMenu = EditLevelAssetPopup;
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}
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function LevelAsset::buildBrowserElement(%this, %previewData)
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{
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%previewData.assetName = %this.assetName;
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@ -64,6 +64,52 @@ function SubSceneAsset::onCreateNew(%this)
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return %tamlpath;
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}
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function SubSceneAsset::onShowActionMenu(%this)
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{
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if( !isObject( EditSubSceneAssetPopup ) )
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{
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new PopupMenu( EditSubSceneAssetPopup )
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{
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superClass = "MenuBuilder";
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class = "EditorWorldMenu";
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jumpFileName = "";
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jumpLineNumber = "";
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};
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}
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//Regen the menu so we're fully up and current with options and references
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EditSubSceneAssetPopup.clearItems();
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EditSubSceneAssetPopup.appendItem("Edit Asset" TAB "" TAB $CurrentAssetBrowser @ ".editAsset();");
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EditSubSceneAssetPopup.appendItem("Rename Asset" TAB "" TAB $CurrentAssetBrowser @ ".renameAsset();");
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EditSubSceneAssetPopup.appendItem("Reload Asset" TAB "" TAB $CurrentAssetBrowser @ ".refreshAsset();");
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EditSubSceneAssetPopup.appendItem("Asset Properties" TAB "" TAB $CurrentAssetBrowser @ ".editAssetInfo();");
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EditSubSceneAssetPopup.appendItem("-");
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EditSubSceneAssetPopup.appendItem("Duplicate Asset" TAB "" TAB $CurrentAssetBrowser @ ".duplicateAsset();");
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EditSubSceneAssetPopup.appendItem("-");
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EditSubSceneAssetPopup.appendItem("Regenerate Preview Image" TAB "" TAB $CurrentAssetBrowser @ ".regeneratePreviewImage();");
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EditSubSceneAssetPopup.appendItem("-");
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EditSubSceneAssetPopup.appendItem("Restore Backup" TAB RestoreBackupListPopup);
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EditSubSceneAssetPopup.appendItem("-");
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EditSubSceneAssetPopup.appendItem("Open File Location" TAB "" TAB $CurrentAssetBrowser @ ".openFileLocation();");
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EditSubSceneAssetPopup.appendItem("-");
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EditSubSceneAssetPopup.appendItem("Delete Asset" TAB "" TAB $CurrentAssetBrowser @ ".deleteAsset();");
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%assetId = %this.getAssetId();
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%assetType = AssetDatabase.getAssetType(%assetId);
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EditSubSceneAssetPopup.objectData = %assetId;
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EditSubSceneAssetPopup.objectType = %assetType;
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RestoreBackupListPopup.populateList(%assetId);
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EditSubSceneAssetPopup.reloadItems();
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EditSubSceneAssetPopup.showPopup(Canvas);
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$CurrentAssetBrowser.popupMenu = EditSubSceneAssetPopup;
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}
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|
||||
function SubSceneAsset::buildBrowserElement(%this, %previewData)
|
||||
{
|
||||
%previewData.assetName = %this.assetName;
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||||
|
|
|
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|
|
@ -132,6 +132,49 @@ function createTerrainBlock(%assetId)
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//
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||||
}
|
||||
|
||||
function TerrainAsset::onShowActionMenu(%this)
|
||||
{
|
||||
if( !isObject( EditTerrainAssetPopup ) )
|
||||
{
|
||||
new PopupMenu( EditTerrainAssetPopup )
|
||||
{
|
||||
superClass = "MenuBuilder";
|
||||
class = "EditorWorldMenu";
|
||||
|
||||
jumpFileName = "";
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||||
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)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -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!");
|
||||
}
|
||||
}
|
||||
|
|
@ -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();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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)
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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\"));";
|
||||
};
|
||||
};
|
||||
|
||||
|
|
|
|||
|
|
@ -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 );
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue