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https://github.com/TorqueGameEngines/Torque3D.git
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streamline shape asset
shape asset now has the same import "@" as image asset cut out extra filename parameters that arent needed refresh hopefully fixed
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542563feaf
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15 changed files with 185 additions and 465 deletions
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@ -420,7 +420,7 @@ bool GuiShapeEdPreview::setObjectShapeAsset(const char* assetId)
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if (assetType == StringTable->insert("ShapeAsset"))
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{
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ShapeAsset* asset = AssetDatabase.acquireAsset<ShapeAsset>(id);
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modelName = asset->getShapeFilePath();
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modelName = asset->getShapeFile();
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AssetDatabase.releaseAsset(id);
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}
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else if (assetType == StringTable->insert("ShapeAnimationAsset"))
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@ -665,7 +665,7 @@ void GuiInspectorGroup::addInspectorField(StringTableEntry name, StringTableEntr
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else if (typeName == StringTable->insert("image"))
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fieldType = TypeImageAssetPtr;
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else if (typeName == StringTable->insert("shape"))
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fieldType = TypeShapeAssetId;
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fieldType = TypeShapeAssetPtr;
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else if (typeName == StringTable->insert("sound"))
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fieldType = TypeSoundAssetId;
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else if (typeName == StringTable->insert("bool"))
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@ -205,7 +205,7 @@ void GuiVariableInspector::addField(const char* name, const char* label, const c
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else if (newField->mFieldTypeName == StringTable->insert("image"))
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fieldTypeMask = TypeImageAssetPtr;
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else if (newField->mFieldTypeName == StringTable->insert("shape"))
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fieldTypeMask = TypeShapeAssetId;
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fieldTypeMask = TypeShapeAssetPtr;
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else if (newField->mFieldTypeName == StringTable->insert("bool"))
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fieldTypeMask = TypeBool;
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else if (newField->mFieldTypeName == StringTable->insert("object"))
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