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Updates the ShapeEditor with various fixes and QoL changes
- Updates the position/extent of most of the labels and fields so they no longer cut off or overlap - Added a new button for explicitly added sequences based on existing sequences. This lets the Add Sequence button be exclusive for adding in new sequences from external assets improving stability and making the general behavior more consistent - Adding new sequence now prompts a window to pre-fill data like the sequence name, source sequence name and start/end frames - Made the shapeConstruct handle the adding of sequences handle the lookup of external assets consistent to the rest of the engine - Fixes name presentation for ShapeAnimationAssets in AB - Adds separate dropdown for the sequence properties section for picking the desired source sequence name. This makes it possible to pick an external animation source AND the internal sequence name via the UI, instead of needing to script it by hand - Fixed saving behavior to properly restore the playback thread - Fixed saving behavior to not needlessly save the asset def when editing sequences but before you clicked the save button - Made it so clicking the Assets tab in the select window opens the AB, but re-selects the Scene tab so you're not fighting which tab is selected - Adjusted positioning defaults of all the windows so be more standard - Fixed openShapeInShapeEditor behavior
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11 changed files with 643 additions and 316 deletions
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@ -2155,13 +2155,15 @@ DefineTSShapeConstructorMethod(addSequence, bool,
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StringTableEntry assetType = AssetDatabase.getAssetType(assetId);
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if (assetType == StringTable->insert("ShapeAsset"))
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{
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AssetPtr<ShapeAsset> asset = assetId;
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ShapeAsset* asset = AssetDatabase.acquireAsset<ShapeAsset>(assetId);
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srcPath = asset->getShapeFile();
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AssetDatabase.releaseAsset(assetId);
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}
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else if (assetType == StringTable->insert("ShapeAnimationAsset"))
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{
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AssetPtr<ShapeAnimationAsset> asset = assetId;
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ShapeAnimationAsset* asset = AssetDatabase.acquireAsset<ShapeAnimationAsset>(assetId);
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srcPath = asset->getAnimationPath();
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AssetDatabase.releaseAsset(assetId);
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}
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}
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