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
This commit is contained in:
AzaezelX 2025-09-14 15:18:03 -05:00
parent 50815c1a5a
commit cd5f897e55
4 changed files with 36 additions and 40 deletions

View file

@ -11,23 +11,14 @@ function ShapeAnimationAsset::buildBrowserElement(%this, %previewData)
{
%previewData.assetName = %this.animationName;
%previewData.assetPath = %this.scriptFile;
//Lotta prepwork
/*%previewData.doubleClickCommand = %assetDef@".materialDefinitionName.reload(); "
@ "$Tools::materialEditorList = \"\";"
@ "EWorldEditor.clearSelection();"
@ "MaterialEditorGui.currentObject = 0;"
@ "MaterialEditorGui.currentMode = \"asset\";"
@ "MaterialEditorGui.currentMaterial = "@%assetDef@".materialDefinitionName;"
@ "MaterialEditorGui.setActiveMaterial( "@%assetDef@".materialDefinitionName );"
@ "EditorGui.setEditor(MaterialEditorPlugin); "
@ "AssetBrowser.hideDialog();";*/
%previewData.previewImage = "ToolsModule:animationIcon_image";
%previewData.assetFriendlyName = %this.assetName;
%previewData.assetDesc = %this.description;
%previewData.tooltip = %this.friendlyName @ "\n"
@ %this @ "\nShape File path: "
@ %this.getShapePath();
%previewData.tooltip = "Asset Name: " @ %this.assetName @ "\n" @
"Asset Type: Animation Asset\n" @
"Asset Definition ID: " @ %this @ "\n" @
"Animation File path: " @ %this.getAnimationPath();
}