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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-08 22:11:00 +00:00
fix asset refresh on materialAssets
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4d14610753
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@ -334,7 +334,6 @@ void ImageAsset::onAssetRefresh(void)
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// Call parent.
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Parent::onAssetRefresh();
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//mLoadedState = NotLoaded;
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}
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//------------------------------------------------------------------------------
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@ -577,7 +576,7 @@ void ImageAsset::onTamlPreWrite(void)
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return;
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// Ensure the image-file is collapsed.
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mImageFile = getOwned() ? collapseAssetFilePath(mImageFile) : mImageFile;
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mImageFile = collapseAssetFilePath(mImageFile);
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}
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void ImageAsset::onTamlPostWrite(void)
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@ -589,7 +588,7 @@ void ImageAsset::onTamlPostWrite(void)
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return;
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// Ensure the image-file is expanded.
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mImageFile = getOwned() ? expandAssetFilePath(mImageFile) : mImageFile;
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mImageFile = expandAssetFilePath(mImageFile);
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}
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const char* ImageAsset::getImageInfo()
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@ -165,6 +165,7 @@ public:
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void setImageFile(StringTableEntry pImageFile);
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inline StringTableEntry getImageFile(void) const { return mImageFile; };
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inline StringTableEntry getRelativeImageFile(void) const { return collapseAssetFilePath(mImageFile); };
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void setGenMips(const bool pGenMips);
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inline bool getGenMips(void) const { return mUseMips; };
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@ -211,39 +211,21 @@ void MaterialAsset::initializeAsset()
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void MaterialAsset::onAssetRefresh()
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{
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mScriptPath = getOwned() ? expandAssetFilePath(mScriptFile) : mScriptPath;
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if (mMatDefinitionName == StringTable->EmptyString())
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{
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mLoadedState = Failed;
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// Ignore if not yet added to the sim.
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if (!isProperlyAdded())
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return;
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}
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if (Con::isScriptFile(mScriptPath))
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// Call parent.
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Parent::onAssetRefresh();
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if (mMaterialDefinition)
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{
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//Since we're refreshing, we can assume that the file we're executing WILL have an existing definition.
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//But that definition, whatever it is, is the 'correct' one, so we enable the Replace Existing behavior
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//when the engine encounters a named object conflict.
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String redefineBehaviorPrev = Con::getVariable("$Con::redefineBehavior");
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Con::setVariable("$Con::redefineBehavior", "replaceExisting");
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if (Con::executeFile(mScriptPath, false, false))
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mLoadedState = ScriptLoaded;
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else
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mLoadedState = Failed;
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//And now that we've executed, switch back to the prior behavior
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Con::setVariable("$Con::redefineBehavior", redefineBehaviorPrev.c_str());
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mMaterialDefinition->flush();
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mMaterialDefinition->reload();
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}
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load();
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AssetManager::typeAssetDependsOnHash::Iterator assetDependenciesItr = mpOwningAssetManager->getDependedOnAssets()->find(mpAssetDefinition->mAssetId);
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// Iterate all dependencies.
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while (assetDependenciesItr != mpOwningAssetManager->getDependedOnAssets()->end() && assetDependenciesItr->key == mpAssetDefinition->mAssetId)
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else
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{
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StringTableEntry assetId = assetDependenciesItr->value;
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AssetBase* dependent = AssetDatabase.acquireAsset<AssetBase>(assetId);
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dependent->refreshAsset();
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load();
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}
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}
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