Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path

Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
This commit is contained in:
Areloch 2020-02-04 01:47:28 -06:00
parent 9735b1180d
commit f7b891442a
92 changed files with 1735 additions and 536 deletions

View file

@ -165,7 +165,7 @@ EndImplementEnumType;
void TSStatic::initPersistFields()
{
addGroup("Media");
addGroup("Shape");
addProtectedField("shapeAsset", TypeShapeAssetPtr, Offset(mShapeAsset, TSStatic),
&TSStatic::_setShapeAsset, &defaultProtectedGetFn,
@ -174,6 +174,9 @@ void TSStatic::initPersistFields()
addField("shapeName", TypeShapeFilename, Offset( mShapeName, TSStatic ),
"%Path and filename of the model file (.DTS, .DAE) to use for this TSStatic.", AbstractClassRep::FieldFlags::FIELD_HideInInspectors );
endGroup("Shape");
addGroup("Materials");
addProtectedField( "skin", TypeRealString, Offset( mAppliedSkinName, TSStatic ), &_setFieldSkin, &_getFieldSkin,
"@brief The skin applied to the shape.\n\n"
@ -199,9 +202,8 @@ void TSStatic::initPersistFields()
"Material targets are only renamed if an existing Material maps to that "
"name, or if there is a diffuse texture in the model folder with the same "
"name as the new target.\n\n" );
endGroup("Media");
endGroup("Materials");
addGroup("Rendering");
addField( "playAmbient", TypeBool, Offset( mPlayAmbient, TSStatic ),
@ -1606,20 +1608,20 @@ void TSStatic::updateMaterials()
void TSStatic::onInspect(GuiInspector* inspector)
{
if (mShapeAsset == nullptr)
return;
//Put the GameObject group before everything that'd be gameobject-effecting, for orginazational purposes
GuiInspectorGroup* tsStaticInspGroup = new GuiInspectorGroup("Shape", inspector);
tsStaticInspGroup->registerObject();
inspector->addInspectorGroup(tsStaticInspGroup);
inspector->addObject(tsStaticInspGroup);
GuiInspectorGroup* materialGroup = inspector->findExistentGroup(StringTable->insert("Materials"));
GuiControl* stack = dynamic_cast<GuiControl*>(materialGroup->findObjectByInternalName(StringTable->insert("Stack")));
//Do this on both the server and client
/*S32 materialCount = mShapeAsset->getShape()->materialList->getMaterialNameList().size(); //mMeshAsset->getMaterialCount();
S32 materialCount = mShapeAsset->getShape()->materialList->getMaterialNameList().size(); //mMeshAsset->getMaterialCount();
if (isServerObject())
{
//we need to update the editor
for (U32 i = 0; i < mFields.size(); i++)
/*for (U32 i = 0; i < mFields.size(); i++)
{
//find any with the materialslot title and clear them out
if (FindMatch::isMatch("MaterialSlot*", mFields[i].mFieldName, false))
@ -1628,36 +1630,66 @@ void TSStatic::onInspect(GuiInspector* inspector)
mFields.erase(i);
continue;
}
}
}*/
//next, get a listing of our materials in the shape, and build our field list for them
char matFieldName[128];
if (materialCount > 0)
mComponentGroup = StringTable->insert("Materials");
for (U32 i = 0; i < materialCount; i++)
{
StringTableEntry materialname = StringTable->insert(mMeshAsset->getShape()->materialList->getMaterialName(i).c_str());
StringTableEntry materialname = StringTable->insert(mShapeAsset->getShape()->materialList->getMaterialName(i).c_str());
//Iterate through our assetList to find the compliant entry in our matList
for (U32 m = 0; m < mMeshAsset->getMaterialCount(); m++)
for (U32 m = 0; m < mShapeAsset->getMaterialCount(); m++)
{
AssetPtr<MaterialAsset> matAsset = mMeshAsset->getMaterialAsset(m);
AssetPtr<MaterialAsset> matAsset = mShapeAsset->getMaterialAsset(m);
if (matAsset->getMaterialDefinitionName() == materialname)
{
dSprintf(matFieldName, 128, "MaterialSlot%d", i);
addComponentField(matFieldName, "A material used in the shape file", "Material", matAsset->getAssetId(), "");
//addComponentField(matFieldName, "A material used in the shape file", "Material", matAsset->getAssetId(), "");
//Con::executef(this, "onConstructComponentField", mTargetComponent, field->mFieldName);
Con::printf("Added material field for MaterialSlot %d", i);
GuiInspectorField* fieldGui = materialGroup->constructField(TypeMaterialAssetPtr);
fieldGui->init(inspector, materialGroup);
fieldGui->setSpecialEditField(true);
fieldGui->setTargetObject(this);
StringTableEntry fldnm = StringTable->insert(matFieldName);
fieldGui->setSpecialEditVariableName(fldnm);
fieldGui->setInspectorField(NULL, fldnm);
fieldGui->setDocs("");
if (fieldGui->registerObject())
{
fieldGui->setValue(materialname);
stack->addObject(fieldGui);
}
else
{
SAFE_DELETE(fieldGui);
}
/*if (materialGroup->isMethod("onConstructField"))
{
//ensure our stack variable is bound if we need it
//Con::evaluatef("%d.stack = %d;", materialGroup->getId(), materialGroup->at(0)->getId());
Con::executef(materialGroup, "onConstructField", matFieldName,
matFieldName, "material", matFieldName,
materialname, "", "", this);
}*/
break;
}
}
}
if (materialCount > 0)
mComponentGroup = "";
}*/
}
}
DefineEngineMethod( TSStatic, getTargetName, const char*, ( S32 index ),(0),