Adjusts references to utilize getImagePath to ensure things using the image asset gets the proper full path
Adjusts image import logic to import finding associated images
Adds logic so if a roughness map is imported, the generated material asset has the invertSmoothness flag on.
Updated choose level UI to use getLevelPath function so it works again
Added a check for mis.dso for choose level UI as well in case it was compiled
Updated open asset in shape editor logic to use getShapeFile so it works again
Fixed on-exit crash after drag-n-drop importing of assets into the AB by properly using the import config object as a pointered object
Added sanity check when inspecting a TSStatic, if there isn't a materials inspector group for whatever reason to prevent a crash
Added filter logic so if in select mode for a specific asset type, it won't show datablocks, prefabs or other loosefiles
Removed unneeded setting of AB's current address path when creating a new terrain material asset
Added logic for forcing field validation in the create a new asset window. This fixes a problem where if you'd typed in a field but didn't hit enter and then immediately hit the done button, the typed string wasn't used.
Fixes select mode for the Asset Browser to properly filter to the selecting type
Fixes the imageType in the asset import window inspector to properly set to the importing image asset's discovered type if valid
Fixes AssetBrowser asset selection return so it returns back a valid assetId
Fixes TerrainMaterial save crash by ensuring we fill in the diffuseMapAsset
Removes saving of TerrainMaterial being saved to a generic script file if one isn't found for an existing TerrainMaterialAssets
Fixes name handling when finding associated image files on materials
Makes parseImageSuffix return back the case-correct suffix given the image's filename
Fixes import session reset logic to not have infinite looping happen when activated if files are in the session still(used mainly when import config is changed)
Makes sure materials are not processed if they are found in the import config's ignoreMaterials list
Makes sure active import config is properly on importer when it's changed in the Import window
Tweaked asset browser folder filtering logic so it always rejects .git folders from displaying, and also made the core, tools, cache and shaderCache filtering behavior consistent
Fixed navigation of root-level folders if double-clicking on them through the main window
Ensured import session is reset after an import happens so no extra files are left over in the importer's list
Fixed autoAssetImport so it properly cleared any prior import session objects
Added beginning and ending comment line signfiers to make import logging easier to spot in console
Fixed variable used when doing the actual import on assets where it would use the top-level asset import objects and not the children array, causing a crash
Fixed the Make Selected A Mesh logic to work with the creation of a new shapeAsset
Added secondary handling to generate a prefab of the original selection for preservation purposes
Added optional input for makeSelectedPrefab to not delete the original selection(useful for the preservational prefab mentioned above)
Adjusted font color for NA text edit fields to make it more legible
Changed the non-working reloadDatabase button in assetBrowser to instead open the Asset Editing editor settings page.
Also disables the Paraboloid shadowmap type, as it is non-functional.
Disabled light animations by default so as to not waste processing time if not needed
Sets point lights' shadow types to be cubemap by default, and lowers the overdark factor to make them look cleaner and not exacerbate aliasing.
Ensured that guiGameListMenuCtrl adjusts values for rows marked as sliders via the left and right gamepad actions
Corrected the button maps for look and move on the gamepad for the ExampleModule's default movement binds
Fixed ExampleModule's default keybinds so alt+enter correctly toggles fullscreen
Fixed joinServerMenu so it has a guiInputCtrl that can catch keybind events and pass them to the menuInputButtons
Removed erroneous input consumption on OptionsMenuList
Removed unneeded check against Graphics API list
Flipped order of Anti Aliasing option to match ordering of the others
Removed old, unneeded legacy option menu script files
Added logic for message boxes to automatically return active MenuInputButton control to the holder before it was pushed
Added fill color for the UI list gui profile so the sliders render more legibly
Reorged the canvas handling of gamepad inputs for the axis and triggers to use the SI_ versions in the right spots
Fixed issue where pause menu would be hidden and not display again
Made the pause menu active from the gamepad start button rather than back
Altered a few of the input images to improve readability of some of the text
Standardizes the menuInputButton set usage to just use the raw action names rather than a middleman naming scheme for simplicity and standardization
Added comments to menuInputButtons.cs
Split out the menuInputButton containers to simplify and stabilize the code on the messageBox dialog
Removed old reference to script/gui files not there anymore
Simplified the input state check in guiGameListMenuCtrl.cpp
Added a check so we don't try exec'ing the selected list item in guiGameListMenuCtrl.cpp if nothing has actually be selected