Corrected the logic for the GenerateComposite import config rule so it only applies if there's any of the ORM maps detected

Added new import config rule: AlwaysPresentImageMaps so it will add entries for the regular map inputs on a material, even if they weren't actually found
Disabled a number of inactive popup menu items
Added Create New Module to normal add asset popup for more obvious/simplified use-flow
Adjusted the editor loading logic so it will properly display the loading splash to inform loading is happening instead of just lagging
Adjusted the assimp shape loader code so if it doesn't find a texture, and thus just sets a material value as the material color, it has a more parsable formatting
This commit is contained in:
Areloch 2019-10-06 01:29:12 -05:00
parent 388b568739
commit ec63be32e3
11 changed files with 322 additions and 269 deletions

View file

@ -346,7 +346,7 @@ bool AssimpShapeLoader::fillGuiTreeView(const char* sourceShapePath, GuiTreeView
{
aiColor3D read_color(1.f, 1.f, 1.f);
if (AI_SUCCESS == aiMat->Get(AI_MATKEY_COLOR_DIFFUSE, read_color))
texName = String::ToString("Color: (%0.3f, %0.3f, %0.3f)", (F32)read_color.r, (F32)read_color.g, (F32)read_color.b);
texName = String::ToString("Color: %0.3f %0.3f %0.3f", (F32)read_color.r, (F32)read_color.g, (F32)read_color.b); //formatted as words for easy parsing
else
texName = "No Texture";
}