- 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

@ -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!");
}
}