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Change Asset Browser logic to utilize folder heirarchy instead of strict Asset Type filtration
Added navigation history to AB, as well as ability to navigate via forward and backward buttons and breadcrumb buttons Added folder 'asset type', allowing you to create, rename, delete and move folders via the asset browser for better organization Adjusted various behaviors to work with the address-driven navigation/organization of the AB Expanded visibility options for the AB and integrated them into editor settings so they are retained Added Search field for searching the folder structure, in addition to the existing preview tiles search Adjusted drag-n-drop behavior of the platform code so it accepts dropping folders Added ability to dump active PostEffects list to see what is currently running Added ability to mark specific items in GuiTreeViewCtrl as hidden Made reflection probe bounds boxes translucent rather than wireframe to improve editing visibility Added expanded loose file references to LevelAsset for common companion files like decals and posteffect scrips Added editor setting for Editor Layout Mode, allowing you to set the editor into 'Modern' layout. Added editor settings to set default import config ruleset, and also ability to set auto-import. If both of these are set, then as long as the importing assets have no errors, they will auto-process and the user doesn't need to manually check and confirm them via the asset import window
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33 changed files with 1633 additions and 800 deletions
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@ -314,3 +314,76 @@ S32 PostEffectManager::_effectPrioritySort( PostEffect* const *e1, PostEffect* c
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return 0;
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}
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void PostEffectManager::dumpActivePostFX()
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{
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EffectVector effects;
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for (U32 i = 0; i < mEndOfFrameList.size(); i++)
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{
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PostEffect* effect = mEndOfFrameList[i];
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if(effect->isEnabled())
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effects.push_back(effect);
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}
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for (U32 i = 0; i < mAfterDiffuseList.size(); i++)
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{
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PostEffect* effect = mAfterDiffuseList[i];
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if (effect->isEnabled())
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effects.push_back(effect);
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}
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// Now check the bin maps.
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EffectMap::Iterator mapIter = mAfterBinMap.begin();
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for (; mapIter != mAfterBinMap.end(); mapIter++)
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{
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EffectVector& ef = mapIter->value;
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for (U32 i = 0; i < ef.size(); i++)
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{
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PostEffect* effect = ef[i];
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if (effect->isEnabled())
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effects.push_back(effect);
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}
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}
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mapIter = mBeforeBinMap.begin();
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for (; mapIter != mBeforeBinMap.end(); mapIter++)
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{
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EffectVector& ef = mapIter->value;
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for (U32 i = 0; i < ef.size(); i++)
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{
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PostEffect* effect = ef[i];
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if (effect->isEnabled())
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effects.push_back(effect);
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}
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}
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// Resort the effects by priority.
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effects.sort(&_effectPrioritySort);
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Con::printf("PostEffectManager::dumpActivePostFX() - Beginning Dump");
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for (U32 i = 0; i < effects.size(); i++)
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{
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PostEffect* effect = effects[i];
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if (effect->isEnabled())
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{
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Con::printf("%s", effect->getName());
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}
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}
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Con::printf("PostEffectManager::dumpActivePostFX() - Ending Dump");
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}
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DefineEngineFunction(dumpActivePostFX, void, (),, "")
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{
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PFXMGR->dumpActivePostFX();
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}
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