Streamlined the toolbar for the gui and world editors to utilize a stack, making the behavior and manipulation of toolbar elements significantly more consistent.
Added Settings and Asset Browser buttons to both gui and world editor toolbars for easier access.
Moved all tool toolbars over to work with the stack system to make them more consistent and better formatting
Added saving of asset browser's last position and extent so it remembers it on load.
Added editor setting to close the asset browser after completing a drag-n-drop action.
Added keybind to editor keybind list, making space toggle the asset browser
Added handling for if preview images on image assets fails to generate, will fallback to using the full image
Added handling for double clicking or drag-n-dropping terrain assets to create them
Improved handling of field labels in variable inspector by making the stringtable be case sensitive.
Added editor settings for handling of asset double click behavior. Can now select between Edit Asset and Spawn Asset. Support is asset type dependent.
Added editor setting for auto-importing loose files when navigating to a folder. If on and the user has flagged to also enable auto-import generally, will auto import all unaffiliated loose files in as assets.
Added editor setting for default module to use when creating new assets. Updated various tooling logic so when creating a new material, if this and the 'Always Prompt Module Target' setting is off, it will fill in the target module and target asset path info based on the default module.
Fixed issue with editors that use managedData scripts where if the path didn't exist, the script file wouldn't be made.
Fixed display issue in terrain editor where if you clear the detail map, the normal/macro/orm maps would disable, but not also clear.
Fixed handling of cleared maps in terrain editor so it no longer fills empty maps in with the no image image.
Fixed handling of creating new material where it would fill in the diffuse with a no texture image as the default.
Fixed issue where canceling out of creating a module would still prompt to create the common default folders.
Fixed issue where the Select Module window couldn't be closed via the cancel or x buttons.
Based on feedback, reduced default size of the Text Pad window.
Fixed issue where the Drop At menu list wouldn't correctly display which item was marked after it was changed.
Fixed spawning shape asset handling so it uses whatever the editor's Drop At setting is.
Improved themeing of regular bitmap buttons in the editor.
Based on feedback, flipped layout of Target Module and Target Path in the Create New Asset window.
Improved handling of setting up the Target Path for when creating new assets. If a path is not set, and the user has a Default Module, it will default the path to that module.
Fixed typo in import config settings for DuplicateAutoResolution
Converted TSShapeConstructor to utilize assets
Updated shape editor to work with assetified constructors
Converted guiBitmapButtonCtrl to use assets
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
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
Added initial behavior for ImageAssets to hold a list of GFX resources of different texture profiles to avoid mem leaks with incorrect-typed usages
Added function to ImageAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found
Added function to ShapeAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found
Disabled fields for dynamic and static shadowmap refresh rates
Moved noShape model to core/rendering/shapes to place it in a more logical module position
Added an include to avoid undefined type compile error and removed unneeded semicolon from zone code
Added call to reload probe textures when a reloadTextures call is made
Adjusted default directional light shadowmap settings to not be as extreme
Added utility function to probe manager to allow any class to request a 'best fit' list of probes that would affect a given location, allowing other classes such as fog or particles to utilize IBL. Also updated probeManager's forward rendering to utilize same function to reduce code duplication.
Shifted shape loader code to utilize assimp for loader consistency and testing
Changed render bin used for SSAO postfx so it runs at the right time
Made Core_Rendering module scan for assets
Updated loose file references to a number of assets to follow proper formatting
Refactored asset import code to follow a more consistent object heirarchy structure on importing assets, allowing more reliable cross-referencing between inbound items
Updated asset import logic for materials/images so that they properly utilize ImageType. Images correctly save out the assigned image type, materials reference the images' type to know what map slot they should be used in. Importer logic also updated to better find-and-add associated images based on type.
Cleaned up a bunch of old, outdated code in the asset importer
Added initial handling for in-place importing of files without needing to process them through the UI.
Added ability to edit module script from RMB context menu if torsion path is set
Updated list field code for variable inspector to utilize correct ownerObject field
This makes some tweaks to the engine to support this, specifically, it tweaks the hardcoded shaderpaths to defer to a pref variable, so none of the shader paths are hardcoded.
Also tweaks how post effects read in texture files, removing a bizzare filepath interpretation choice, where if the file path didn't start with "/" it forcefully appended the script's file path. This made it impossible to have images not in the same dir as the script file defining the post effect.
This was changed and the existing template's post effects tweaked for now to just add "./" to those few paths impacted, as well as the perf vars to support the non-hardcoded shader paths in the engine.