Commit graph

32 commits

Author SHA1 Message Date
JeffR 70a9666cc3 Removes erroneous assignment of loaded state onto fallback assets when we fail to find an assetId by filename for image and shape assets
Fixed handling of TSStatics' materialSlot fields, where if the field has been changed, it properly loads the modified field and ensures the reskin action happens correctly.
Changed text on some context popup menu to better indicate the action Views loose files, not imports them
Makes the Loose File Viewer skip cached.dts files.
2022-05-25 00:12:12 -05:00
AzaezelX 0136af477f getAssetIdByFilename loaded state fix
getAssetIdByFilename should set the <type>Asset->mLoadedState = AssetErrCode::BadFileReference; so we know we're using a fallback
2022-04-10 17:29:55 -05:00
JeffR 630285def6 Shifts handling of material and terrain material definitions to be written into the asset definition taml file instead of having an extra loose file
Also updates importers to correctly handle this change
Adds ability for taml XML serialization to properly assign array'd fields
Adds 'inheritFrom' field to simobjects for when objects with parent objects are serialized
AssetBase how inherits from SimGroup so it can have objects like material definitions embedded in them for save/load in the taml definition file
Updated loading/handling logic in terrain material asset to be more similar to regular material assets
2022-01-30 11:50:16 -06:00
Areloch a5944aff19 Adjusted callback handling of asset inspector fields when invoking AB to select asset for more consistent behavior and better handling of updating the objects and inspector
Added logic to forcefully acquire newly imported asset definition to better try and ensure it's loaded immediately after import
Added logic to asset importer so if a file is not found for an importing material asset, if populate maps is on, then it will try and find a matching image asset in the destination module
Added logic to tsStatic to better handle fields being updated via the editor, forcing updates and refreshes of the shape and materialSlots
Fixed handling of guiBitmapButtonCtrl so it will update the bitmap used when edited via the Gui Editor
Updated image ref to the hudFill image asset for the console GUI
Cleaned up names for the default camera model/material
Defaulted import config to utilize the Prune action instead of rename for more predictable default behavior
Added icons next to AB's preview slider bar for additional visual feedback of slider intent
Added missing checkbox to asset import window and cleaned up scaling behavior
Fixed handling of drag-n-drop behavior in GUI editor so it doesn't block further interaction
Added logic for drag-n-drop of image assets to GUI Editor so it will create a GuiBitmapCtrl with the image
Added handling for drag-n-drop import of folders of assets to AB/Asset Import
Added missing asset import config option to indicate if config supported import of sound assets
Added logic when opening asset import config editor, where if there is a default import config set in the settings, it will open that one by default
Hid the collision section of the import config editor, as those options are currently unutilized
Improved behavior for Create New Folder window in the AB, now always pushing to the front, and also selecting the text by default, so the user can just start typing the new name
Also added return and escape key accelerators to Create New Folder window for better UX
Fixed display of editor windows, adding a distinct blue color to highlighted windows' title bar and fixing display of minimize/maximize/window/close buttons
Moved GUIEditor's onControlDropped function to the AB script to match placement of sibling world editor function
Fixed issue with material editor where the ORM Config map slot was getting the normal map instead of the correct ORM map
2021-11-26 16:40:15 -06:00
Areloch eb24b63be4 Shifts utilization of gui elements in editors that point to 'normal' image assets to utilize generated previews instead.
This reduces console spam about mismatched texture profiles and improves stability.
2021-11-14 21:39:51 -06:00
Robert MacGregor 2d55fcf1bc * BugFix: Invert the corrections made in ImageAsset and ScriptAsset to be correct. 2021-10-07 13:16:55 -04:00
Robert MacGregor 74cc60508b * BugFix: More cleanup of MSVC compiler warnings. 2021-10-07 01:10:00 -04:00
Areloch ec85e9021c Misc Quality of Life and Bug fixes
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.
2021-08-28 18:51:27 -05:00
Brian Roberts 0a150e342f
Merge pull request #545 from Areloch/AssetFileCaseSensitivityFix
Enforces filename string case sensitivity for assets' internal filenames
2021-08-23 19:22:22 -05:00
Areloch cfe122f714 Enforces filename string case sensitivity for assets' internal filenames, which avoids the stringtable messing with the case preventing file name case sensitivity issues. 2021-08-21 23:12:37 -05:00
Jeff Hutchinson 37dc8626f5 MacOS fixes
This fixes an issue where Con::getVariable can't be used in the global scope before the console system is initialized. I'm honestly surprised this error didn't happen on any other platform.
2021-08-21 20:48:26 -04:00
Areloch c76c5f7ee1 Removed unneeded duplicate of blank sky skybox
Fixed various inspector field editor button icons
Fixed drag-n-drop apply logic for material assets
Fixed up some convex shape editor material references
Fixed tools overlay gui profile opaqueness flag
Fixed uvEditor image asset binding/lookups
Fixed decal editor preview display
Fixed shape editor would you like to save your changes prompt
Added additional sanity check for bad material reference in tsMesh
Fixed saving of terrain asset when working in editor default level
2021-08-06 01:06:36 -05:00
AzaezelX 36b31ae19d zip support followup 2021-07-22 21:27:13 -05:00
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
Areloch f0068c2435 Updates macromagic to properly set up for init'ing when image assets are set in material and terrain materials 2020-10-10 22:48:13 -05:00
AzaezelX 0c7811bd1a shift pbrconfig to ORM 2020-09-30 13:51:12 -05:00
AzaezelX 22b0785c73 augment imageasset with initMapSlot and bindMap class insert macros (and array variants) to make the conversion process for folks shifting from 3.x to 4.x cleaner, as well as autocreation of getter/setter methods andadditoinal acessor macros for consistency 2020-09-30 13:50:23 -05:00
Areloch 686975c8ee shifts getImageFilename to getImagePath on ImageAsset
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.
2020-08-13 01:35:24 -05:00
Areloch 79ecc2f4a0 Updates the rest of the asset types to utilize separate expanded path variables to avoid breaking assetDef saving
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
2020-08-09 01:32:27 -05:00
Areloch a3d6afc197 Corrects lookup/in-place auto import logic for ImageAssets
Fixed sizing issue for material asset ptr fields
Fixed type of comment in Particle Asset
Hooked GLSL and HLSL shader files to be proper asset loose files for PostEffectAsset
Adjusted some default values for default ImportConfig
Corrected field type of multiple fields  for the importConfig
Corrected loading of PopulateMaterialMaps config setting from config file
Corrected field types of multiple fields for AssetImportObjects
Exposed several utility fields for the Importer to script
Added ability to create an AssetImportObject in script and add it to the Importer's current session
Ensured stable naming behavior(replacing spaces, -, and . in names with _
Improved getAssetTypeByFile logical lookup so it doesn't accidentally grab cached.dts files
Added ability to hard reset an import session, wiping all inbound files for a full reset
Added ability to process DTS files to shape import so it can parse out content such as materials for associated asset imports
Added better handling for shape materials that are just colors
Added callback hook-in so if the importer doesn't have a defined function for importing a given asset type, it'll try calling down into the editor
Stabilized imageAsset processing logic when generating a material for it
Improved imageType lookup/processing logic in Importer
Improved logic for binding in associated image files to materialAssets
Improved logic for processing shapes to get related materials and images, ensuring better likelyhood of finding and associating related assets
Cleaned up validation logic
Added ability to properly look up the editor's default import config if it's set to be used for autoimport
Improved handling of originalFilePath logic, so if it's an in-place import, it doesn't bother populating the field
Set default UP axis value on shape importing to ensure better default behavior
2020-07-11 16:20:10 -05:00
Areloch 39d9e6039c Merge branch 'alph40_cleanups' of https://github.com/Azaezel/Torque3D into Preview4_0 2020-05-13 01:29:58 -05:00
AzaezelX fabd5864fa uninitialized variables-t3d 2020-05-11 15:30:21 -05:00
Areloch 4978538490 Includes required support functions for ImageAsset 2020-05-11 02:30:58 -05:00
Areloch 157b114ec7 Added ImageAsset type mode for cubemaps.
Added new inspector type TypeShapeAssetId which is processed as a assetId string instead of an AssetPtr.
Added utility function to ShapeAsset to getAssetIdByFilename, which lets you find - if any exist - the asset that utilizes a given loose file. If it doesn't find one, it can attempt to run an auto-import if the editor settings allow, then proceed.
Fixed callback of the shapeAsset inspector fields so the Open in Shape Editor correctly binds the asset's shape to the editor for modification.
Added function to open a shapeAssetId in the shape editor to facilitate the above.
Added additional check to findShapeConstructor to look up the full path of the shape in the cases where a full path is provided instead of a local path. This prevents the shapeConstructor from not finding shapes that absolutely exist.
Added beginnings of Datablock representation in Asset Browser.
Fixed a few minor issues with asset auto import causing false positive errors, preventing Import or erroneous logging.
Fixed issue where editing of asset import configs didn't save.
Fixed logic of materials in asset browser so they will open in the material editor as expected.
Re-enabled AutoImport of assets editor setting by default.
2020-04-15 12:15:12 -05:00
Areloch 6ade6f08ce Updated Assimp
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
2020-03-19 09:47:38 -05:00
Areloch 9c381caea2 Added initial implement of Image Types for GFX resource management
Added logic to intercept TSStatic setting shape to try and utilize a shapeAsset if it can find a matching loose file
Added lookup logic for getting any textures inside collada files to streamline asset importing logic
Fixed modal behavior for Import config and import window
Initial implementation of loose file/legacy file importing
Adjusted Asset Browser and Asset Import refreshing behavior to queue to improve performance by avoiding multiple refreshes as well as potential infinite loops
Fixed volume visibility behavior
Fixed physics world viz toggle
2020-02-17 00:32:50 -06:00
Areloch f7b891442a Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 01:47:28 -06:00
Areloch 17cec11b97 Added refactor of Editor Settings window
Various fixes for asset handling.
WIP of crash tracking
2019-06-03 02:47:30 -05:00
Areloch ae857faae2 Adds test shapes of Kork and SpaceOrc
Sidestep of memleak from CSF at the moment
Minor fixes and corrections with asset importing and loose files
WIP of updated options menu
2019-05-28 17:24:29 -05:00
Areloch ddfc416418 Expands/Cleans up a lot of the asset functionality, including management, file association, and creation/importing 2019-05-04 11:49:42 -05:00
Areloch abe4370c8a Some code cleanup, tweak and optimizations for assets, entities and components. 2018-02-04 16:21:07 -06:00
Areloch ae5a43de70 Asset Browser initial implementation - Asset updates.
Script execution on certain existing assets, new asset types and some tweaks to the managers.
2018-01-28 14:48:02 -06:00