fix animation export filename eroneous append
add ::canLoadCachedDSQ(const Torque::Path& path) methods to dae and assimp chains
SPECIAL NOTE:
as the above leads to dsqs not being previewable in editor, nor being able to understand they shouldn't be filtering out bones, for the block
bool readSuccess = false;
if (canLoadCached)
{
readSuccess = shape->read(&cachedStream);
}
else
{
readSuccess = shape->importSequences(&cachedStream, cachedPath);
}
we'll be wanting to inject an armature proxy method to fill out TSShape *shape = new TSShape;
untill such time as that's sorted, there's a bool gTryUseDSQs = false; killswitch in for dsqs
Added santizing of strings to filenames, object names and asset names for the importer process
Added sanitizeString console function for above
Added processing of terrainBlock object's fields for importer
Added check to avoid updateTSShapeLoadProgress spam
Adjusted folderPrefix logic to walk up directory to find assetName that isn't already in use.
- Supports GL, D3D9 & D3D11
- Extends vertex formats & shadergen to support blend indices and weights
- Adds basic support for using 4x3 matrices for shader constants
- Supports software fallback
Many instances of a function or expression being used repeatedly, which can lower performance.
Fixed it in these cases by creating on local var, reference or pointer that's used instead.