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https://github.com/TorqueGameEngines/Torque3D.git
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Adjusts getUtilizedAssets writeout so it more consistently prints out the dependent assets
Adds handling for prefabs with getUtilizedAssets
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parent
0b954459a3
commit
c5bccd8ff4
5 changed files with 27 additions and 6 deletions
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@ -260,7 +260,14 @@ bool Scene::saveScene(StringTableEntry fileName)
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for (U32 i = 0; i < utilizedAssetsList.size(); i++)
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{
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levelAssetDef->addAssetDependencyField("staticObjectAssetDependency", utilizedAssetsList[i]);
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char depSlotName[50];
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dSprintf(depSlotName, sizeof(depSlotName), "%s%d", "staticObjectAssetDependency", i);
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char depValue[255];
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dSprintf(depValue, sizeof(depValue), "@Asset=%s", utilizedAssetsList[i]);
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levelAssetDef->setDataField(StringTable->insert(depSlotName), NULL, StringTable->insert(depValue));
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}
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saveSuccess = levelAssetDef->saveAsset();
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@ -280,8 +287,6 @@ void Scene::getUtilizedAssetsFromSceneObject(SimObject* object, Vector<StringTab
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for (U32 c = 0; c < group->size(); c++)
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{
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SceneObject* childObj = dynamic_cast<SceneObject*>(group->getObject(c));
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if (childObj)
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childObj->getUtilizedAssets(usedAssetsList);
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//Recurse down
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getUtilizedAssetsFromSceneObject(childObj, usedAssetsList);
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