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https://github.com/TorqueGameEngines/Torque3D.git
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add compile options to asset manager
CompileAll - allows us to compile all assets to binary CompileModuleAssets - allows us to just compile assets for a specific module CompileAsset - compile a single asset
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3 changed files with 206 additions and 4 deletions
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@ -151,6 +151,28 @@ public:
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bool isReferencedAsset( const char* pAssetId );
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bool renameReferencedAsset( const char* pAssetIdFrom, const char* pAssetIdTo );
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/// <summary>
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/// Compile all assets.
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/// </summary>
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/// <param name="compressed">Do we want binary compression?</param>
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/// <param name="includeUnloaded">Do we want to include unloaded assets?</param>
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/// <returns>True if successful, otherwise false.</returns>
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bool compileAllAssets(const bool compressed = false, const bool includeUnloaded = false);
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/// <summary>
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/// Compile all assets for a module.
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/// </summary>
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/// <param name="pModuleDefinition">The module definition to compile.</param>
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/// <returns></returns>
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bool compileModuleAssets(ModuleDefinition* pModuleDefinition);
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/// <summary>
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/// Compile a single asset to binary.
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/// </summary>
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/// <param name="pAssetId">The asset id to be compiled.</param>
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/// <returns>True if successful, otherwise false.</returns>
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bool compileAsset(const char* pAssetId);
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/// Public asset acquisition.
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template<typename T> T* acquireAsset( const char* pAssetId )
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{
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@ -404,4 +426,4 @@ private:
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extern AssetManager AssetDatabase;
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#endif // _ASSET_MANAGER_H_
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#endif // _ASSET_MANAGER_H_
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