Adds utility functions to TerrainBlock to be able to replace names of materials in the terrain file, mostly used for importing legacy files
Adjusts terrainblock save asset logic to be able to save on a non-networked terrainblock such as when loaded temporarily on the server, for tooling purposes.
Changes handling of not-found terrain materials when loading a terrain block so it will create a dummy terrain material with the same name as the not-found, but set the texture as the Warning image, instead of thrashing the original material names data
Adds logic for testing newly imported terrain files' materials and if needbe, replacing them with the new terrain material asset ids.
Adds logic in the project importer for if a would-be level asset's name already exists, we attempt to slap a "Level" suffix onto it to sidestep collisions.
Changed LegacyImport config to try always adding shape suffix to help minimize probable naming collisions.
Fixed handling of mission file's MissionGroup defines by specially checking for MissionGroup objects and processing the line into a Scene() declaration instead.
Fixed String -> StringTableEntry conversion in prefab file to correct corruption when setting the filename
Cleaned up message spam from the MaterialSlot fields on TSStatics
Added getter/setters for terrain file and assets
Removed unneeded exec of tools profiles for MainMenuGUI
Add logic to remove creators section of AB if in select mode
Fixed misc. messageBox invokes that were erroneously converted to 'toolsMessageBox'
Fix classname for NotesObject in AB Creator Entry
Fix issue where ConvexShapeEditor toolbar would hide after being seen once
Changed keybind for quick AB access from 'space' to 'shift space' to avoid input issues when typing in fields in some cases
Fixed default image assignments for River objects on foam/ripple/depth
Added handling for Material, Sound and Shape asset fields in Object Builder, and updated various objectBuilder class entries to utilize them now.
Updated various fields' defaults for ObjectBuilder to utilize correct assetId's
Fixed editor SceneTree tooltips for TSShape and GroundCovert to correctly reference assets as needed
Added logic to properly check terrain asset validity when prompting to save changes, which would break saving actions before
Added menubar items in the Object category to take control and release control of control objects quickly for testing
Processed core, tools and default modules to utilize assets
Converted all console types that were string based, such as TypeImageFilename to utilize const char*/the string table, which avoids a lot of type swapping shenanigans and avoids string corruption
Removed unneeded MainEditor mockup module
Removed some unused/duplicate image assets from the tools
Add reporting of used assets to tsStatics and TerrData
When saving a Scene, it will write static object asset dependencies to it's levelAsset
Shifted level loader logic to pass up the levelAsset rather than full level path
Made it so when level is loading, the levelAsset loads its dependencies. When the level is ended, as part of cleanup, they are unloaded
Shifts defaultEditorLevel to be an actual asset and made the ToolsModule load assets
Fixes the Save As action to correctly save out to the new level asset
Fixed the autoLoadAssets logic to be cleaner and not manually check types
Removed extra, unused DefaultEditorFile file
A lot of instances where some function args are not actually modified in any way, meaning that it is better for performance to convert them into const references. This prevents an additional copy, which can help performance.
Pass a final boolean argument to TerrainBlock::import to control
y-axis flipping. It is enabled by default, since this was the previous
default behavior.
This should be added as an option in the terrain import dialog - see
game/tools/worldEditor/gui/guiTerrainImportGui.gui