Commit graph

8 commits

Author SHA1 Message Date
JeffR
311878829c Fixes the layout of the Torque SimView window so the layout is correct and also adds in the search functionality that had been removed accidentally 2025-05-15 20:22:11 -05:00
Areloch
bde2fc1e72 Fixes some misformatting of the simView dialogue file 2023-09-10 19:07:08 -05:00
Areloch
33f35d35d4 Implementation of Nils' UI work for updated theming, functionality and style for the editors suite 2023-09-08 22:44:18 -05:00
Areloch
667a0db760 Fixed getAssetBy... functions so the lookup loop is more stable and doesn't fail if null results return
Added sanity check to reflectionProbe preview shape so if the material didn't load right, it doesn't crash
Added logic to better control if module groups as a whole should fail if a module dependency in that group fails, defaulted to off
Added sanity check if a shape's material failed to load so it doesn't crash when checking accumulation rules
Added search bar to SimView control for easier use
2023-05-08 21:18:23 -05:00
Jeff Hutchinson
717c7acca9 Merge remote-tracking branch 'devhead/Preview4_0' into tsneo
# Conflicts:
#	Templates/BaseGame/game/data/ui/guis/loadingGui.gui
#	Templates/BaseGame/game/data/ui/guis/mainMenu.gui
#	Templates/BaseGame/game/tools/MainEditor/guis/MainEditorWindow.gui
#	Templates/BaseGame/game/tools/assetBrowser/guis/assetPreviewButtonsTemplate.gui
#	Templates/BaseGame/game/tools/forestEditor/brushes.tscript
2021-08-13 20:14:39 -04:00
Areloch
5525f8ecdd Converts all game, gui editor, and system classes to utilize 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
2021-07-19 01:07:08 -05:00
Jeff Hutchinson
6f7fdca87d lotsa fixes. 2021-05-04 21:18:15 -04:00
Areloch
1ed8b05169 Initial implementation of the new Base Game Template and some starting modules.
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.
2017-02-24 02:40:56 -06:00