for context Strings, use c_str(),
for triggers, use Con::getCurrentScriptModulePath() as otherwise, the "%this =" and "%obj=" injections will be treated as within the global scope. which is not allowed.
Ensured CodeBlock::smCurrentLineText is cleared at the end of execution
Tweaked and cleaned up the context lines passed along for further debugging data in the event of a script assert
Adds additional context on eval and evaluate calls to better isolate script executions that are throwing errors, such as via command fields or eval() calls.
added fix for font cache (stb required size to be read switch back to libpng knocks the stream off)
Added extra control over the rendering of guibtimaps
If guibitmaps are a child of buttons the profile colors now affect how to the button is rendered.
Fix for "|" in text for popupctrl
If 1 was found it was just assuming all other bars existed for a colour input.
there could be a cleaner way to do this but the direct approach allows for clear safeties.
while it still remains a good idea to port as many NULL compares and assignments over to nullPtr as feasable, we do still need to sort out how to better support scripted empty, false, and zero assigns for things like objectIDs.
this means we'll need to both fully convert the backend of the parser to support that kind of thing, but also alter most if not all exisiting NULLs. up to and including things like SAFE_DELETE. while that's certainly feasable, given there's aproximatel 400 nullptr assigns/checks prior to this commit, and roughly 1800 of the prior, if it terminates in a script call and not an aip one direct, we'll be dialing that back until such time as fork fully fopcused on converting and resolving any lingering mismatches is completed.
multiple preloads were failing to return false or mesages on failure of mandatory entries.
clear out redundant isScriptFile definition
fix default order of /scripts/managedData script files
gui padding is a >=0 element
guitabbookctrl.selectedPage defaults to -1
shape editor triggers derived from textrows must ensure they are actually loking aty an entry. -1 is the return value of" not found"
allow a textureCoordCount to be used raw when texrows and coumns are not >1 in order to let the transmitted vector actually be used
correct and augment editDecalDetails to now read
DecalEditorGui.editDecalDetails( %this.instanceId, %pos, %tan, %size, %uvID );
it needed the word split to begin with, and also added the uvID for instance frame tracking/overriding
same token added a getDecalFrame(%this.instanceId); method
todos: add a frame lookup and selector for the instance tab, modify decal display to account for non-square uv portions
- Hides the special-case direct filepath field for ShapeAsset persist fields macro
- Shifts the handling of TSStatics so the shape instance will load materials on the server as well as the client. This opens gameplay options as well as allowing rebaking of meshes functionality more easily
- Expands AssetBase's isValidAsset utility function to actually check validity instead of just returning true
- Adds isValid utility function to AssetPtr
- Added new field flag that makes the field not write out to file
- Removed legacy iconBitmap field from GuiIconButtonCtrl because it was causing errors
- Fixed group filtering check of guiInspector to ignore case
- Removed unneeded isFile checks for common datablock script files in Prototyping module script
- Removed test datablocks from Prototyping module
- Removed unnecessary container control from AssetBrowser
- Adjusted preview regen logic of AssetBrowser so it doesn't trip if you're simply resizing the window
- Fixed issue where row-vs-column layout logic for AssetBrowser when resizing window was fiddly
- Added handling for when Dragging and Dropping datablock from AssetBrowser to spawn, it'll prompt if it spawns the actual object, or a spawnsphere that spawns said object. In the event of an PlayerData will also prompt if it should spawn an AIPlayer
- Added ability to take a TSStatic that uses a baked down mesh and are able to restore it to the cache prefab, or trigger and in-place rebake to refresh it if something has changed in the original contents via RMB menu on the scene tree
- Added ability to explode prefab to RMB menu on scene tree
- Added ability to convert selection to prefab or bake to mesh in RMB menu on scene tree
- Tweaked sizing of the DatablockEditorCreatePrompt window to not have cut off elements and easier to see/work with
- Added sanity check to datablock editor creation
- Fixed preview display of material in Decal Editor
- Made compositeTextureEditor use the cached preview of images
- Fixed sizing/spacing of gui selection dropdown as well as resolution dropdown of GuiEditor
- Fixes MaterialEditor to properly save the group collapse state when editing
- Adds ability to in-flow edit and create datablocks in the NavMesh Editor for the testing panel, and makes the datablock dropdown searchable
- Fixed issue where opening the ShapeEditor via the edit button on a ShapeAsset field would cause the action buttons on the top bar to not show
- Fixed error in shape editor where when exiting it was erroneously checking for a clear value of -1 rather than 0
- Removed unneeded top tabbook and tab page for main editor panel
- Fixed issue where reset button of TerrainBrush Softness Curve editor didn't actually reset
- Resized Object Builder window to not cut off elements and have enough width to show more data
- Added a TypeCommand field type to Object Builder and changed spawnscript field of SpawnSphere to use it rather than a simple text edit field
- Allow SpawnSphere in ObjectBuilder to be passed in spawn class and spawn datablock default info
- Injects button to controllable objects when Inspecting them to make it easy to toggle if you're in control of it or not
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Fixed via several solutions to prevent issue from cropping up again.
Firstly, Adjusted behavior script-side so game menu keybind is pushed with the PlayGUI since almost every single game will use the game menu
Secondly, added logic so that the guiInputCtrl, when going to push an ActionMap(if it has one) will check if it's root canvas is active.
Thirdly, to allow guiInputCtrls to respond to a canvas becoming active, such as a GUi-on-Material surface displaying a menu and it's activated, an offscreen canvas becoming active now trips a signal that guiInputCtrl listens for.
- Overhauls the material editor to simplify and streamline the logic behind it since the inspector does most of the work
- Tweak a few order positions of materialdefinition fields to work better
- Sets AO, Rough and Metal channel fields to use an enum type for human readability
- Updates the MaterialPreview gui control to work with assetIds
- MatEd now supports setting of parent material to inherit from
- Creating a new material now can prompt selecting an existing material to inherit from
- Can now edit the mapTo value of a material in the matEd
- New standalone Composite Texture Editor window for convering AO, Roughness and Metalness maps in a material to an ORMMap
- Can also star the creation of a composite texture via RMB context menu in AB on an image asset
- Moved logic of CubemapEditor from MatEd to it's own stuff
- Made ImageAsset fields now be more clear when they have nothing assigned, and also have a clear button to empty the field's value so it's consistent across the board
- Reorganized the layout of the gui and image files for the MatEd to be easier to navigate
- MaterialEditor now overlays the EditorGUI instead of being forcefully embedded in it, allowing easy editing of the MatEd Gui via the Gui editor