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dsqs area subset of dts data
ensure if an input file contains mesh data *and* an animation, thats a dts, if it's *just* an armature, that's dsq also fix shapeanimation tooltip display and for furutere utility, TSShape::isShapeFileType(Torque::Path filePath); is now static since it only requires a path, not an object instance per-se
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4 changed files with 36 additions and 40 deletions
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@ -11,23 +11,14 @@ function ShapeAnimationAsset::buildBrowserElement(%this, %previewData)
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{
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%previewData.assetName = %this.animationName;
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%previewData.assetPath = %this.scriptFile;
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//Lotta prepwork
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/*%previewData.doubleClickCommand = %assetDef@".materialDefinitionName.reload(); "
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@ "$Tools::materialEditorList = \"\";"
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@ "EWorldEditor.clearSelection();"
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@ "MaterialEditorGui.currentObject = 0;"
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@ "MaterialEditorGui.currentMode = \"asset\";"
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@ "MaterialEditorGui.currentMaterial = "@%assetDef@".materialDefinitionName;"
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@ "MaterialEditorGui.setActiveMaterial( "@%assetDef@".materialDefinitionName );"
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@ "EditorGui.setEditor(MaterialEditorPlugin); "
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@ "AssetBrowser.hideDialog();";*/
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%previewData.previewImage = "ToolsModule:animationIcon_image";
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%previewData.assetFriendlyName = %this.assetName;
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%previewData.assetDesc = %this.description;
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%previewData.tooltip = %this.friendlyName @ "\n"
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@ %this @ "\nShape File path: "
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@ %this.getShapePath();
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%previewData.tooltip = "Asset Name: " @ %this.assetName @ "\n" @
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"Asset Type: Animation Asset\n" @
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"Asset Definition ID: " @ %this @ "\n" @
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"Animation File path: " @ %this.getAnimationPath();
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}
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