- 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
bump maxheading up to it's proper 180 degree max
bump netpipe for the turret rotations to the *controlling client* but not others to 11 bits per axis
leave the to-others fidelity slim
for player, if we're unmounting because we're being deleted, don't bother animating
for tsthreads in general, not much point in removing the threadlist, then checking if it's scaled
*just* check pathshape/staticshape/terrain for determining if we are attaching/detaching from a pathshape
and don't bother if we're not enabled and not falling
leverage minFaceDistance plus current hieght to try and ensure stepping down into a pathshape/tsstatic within the 0.1 ot -1.0 detection range range doesn't snap you through another one.
Added ability to shader features and shaderGen to create multiple instances of the same feature with the option of calling a static creation function that can take arguments in the form of a struct.
FEATUREMGR now has createFeature to take advantage of this.
The node editor requires this ability as the same node could be used multiple times with different arguments so in its update function we will be calling
```FEATUREMGR->registerFeature(feature_type, (optional default constructor), createFunction);```
then adding it to the feature set with the required arguments to build the shader feature.
```FeatureSet->add(feature_type, index, ParameterStruct);```
add change notification on intialize asset use this callback to update information about the image on refresh. Remove notification when the asset is removed and when the imagefile changes