Also shifts terrain data importing into the new terrain asset window instead of separate in the File menu
Also removes redundant loadMaterials call that caused duplicates in the Terrain Painter material list
Adds _ORM and -ORM suffixes for PBR-ORM map import rule
Tweaks naming convention for IgnoreNode/Meshes and ImportNode/Meshes to be clearer via the prefix 'Always'
Fixes a token typo in suffix parsing, and adds \t to token deliniation for all suffix parsing to asset importer
Fixes typo'd name for material-editor menubar image
Adds probe menubar images
Adds setting menubar images
Adds probe and settings buttons to menubar
Removes unneeded tab from class visibility window popup
Adds handling for finding material asset akin to shape and image assets
Updates the material asset inspector field to follow the current standard
Updates prototyping material assets to correctly have materialDefinitionName assigned
Fixed material asset import step to properly assign materialDefinitionName
Fixed typo in material editor icon name
Added logic to editAsset function call so it can also parse assetIds
Changed DefaultEditorLevel to utilize FloorGray material
Adds proper NoMaterial asset for fallback purposes
Changes the saving of postfx from saving via the editor to instead save on level save
Reorganizes the core postfx folder to subfolders for better organization, as well as moving the shaders to group with the respective postFX
Changes the postfx editor so it only edits postFXs that are actively enabled in the scene, and only saves out similarly.
Adjusts the level download logic to pass asset id for both data compactness compared to the full level filename, as well as easier lookup reference for associated files like the postFX preset file or decal files from the asset def.
Updated the PostFXAsset template to provide an up-to-date starting point/template.
Fixes setting for showing core and tools dirs in Asset Browser
Fixes path for newly created PostFX, state machine and cubemap assets
Improves logic for getModuleFromAddress from asset browser directory handler
Prevents error if no field was edited in the Create New Asset window before hitting the create button
Forces acquiring newly created asset just so they can be utilized immediately
Updates PostFXAsset template files to better hook in and provide a better example of basic behaviors.
Disabled initial materialSlot fill-out until logic for looking up assetName from material list name can be done to avoid 'unable to find assetid' spam
Added function to SimGroup to easily acquire child object by index
Some minor cleanup of commented lines in asset browser
Fixed forward/backward navigation arrow behavior in asset browser
Fixed double-click navigation when the AB is in select mode
Fixed erroneous 'could not acquire asset' messages when navigating folders in AB
Added editor setting for UseGroupSnap snap option and integrated it into the UI interface
Removed some duplicate settings from the EditorSettingsWindow
Fixed warning about use of invalid function 'setEnabled' instead of 'setActive'
Fixed formatting of a schedule call in ExmapleGameMode
Fixed EditorOpenMission logic to correctly get and use levelAsset
Removed unneeded continues from menuInputButtons' refresh()
Updated settings.xml to have sorted order for future consistency
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.
Updated choose level UI to use getLevelPath function so it works again
Added a check for mis.dso for choose level UI as well in case it was compiled
Updated open asset in shape editor logic to use getShapeFile so it works again
Fixed on-exit crash after drag-n-drop importing of assets into the AB by properly using the import config object as a pointered object
Added sanity check when inspecting a TSStatic, if there isn't a materials inspector group for whatever reason to prevent a crash
Added filter logic so if in select mode for a specific asset type, it won't show datablocks, prefabs or other loosefiles
Removed unneeded setting of AB's current address path when creating a new terrain material asset
Added logic for forcing field validation in the create a new asset window. This fixes a problem where if you'd typed in a field but didn't hit enter and then immediately hit the done button, the typed string wasn't used.
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
Fixes name handling when finding associated image files on materials
Makes parseImageSuffix return back the case-correct suffix given the image's filename
Fixes import session reset logic to not have infinite looping happen when activated if files are in the session still(used mainly when import config is changed)
Makes sure materials are not processed if they are found in the import config's ignoreMaterials list
Makes sure active import config is properly on importer when it's changed in the Import window
Tweaked asset browser folder filtering logic so it always rejects .git folders from displaying, and also made the core, tools, cache and shaderCache filtering behavior consistent
Fixed navigation of root-level folders if double-clicking on them through the main window
Ensured import session is reset after an import happens so no extra files are left over in the importer's list
Fixed autoAssetImport so it properly cleared any prior import session objects
Added beginning and ending comment line signfiers to make import logging easier to spot in console
Fixed variable used when doing the actual import on assets where it would use the top-level asset import objects and not the children array, causing a crash
Fixed the Make Selected A Mesh logic to work with the creation of a new shapeAsset
Added secondary handling to generate a prefab of the original selection for preservation purposes
Added optional input for makeSelectedPrefab to not delete the original selection(useful for the preservational prefab mentioned above)
Adjusted font color for NA text edit fields to make it more legible
Changed the non-working reloadDatabase button in assetBrowser to instead open the Asset Editing editor settings page.
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
Renamed current default import config to DefaultConfig
Updated Asset Browser UI layout.
Fixed sizing behavior for Edit Asset window
Fixed sizing behavior for Edit Module window
Implemented Collection Sets system
Implemented handling of non-asset loose files for AB
Initial handling logic for prefabs for AB
Updated Asset Importer to hook into C++ AssetImporter
Made Add Module window properly reset module name field when opened
Overhauled entire AB search system so it can use phrases and compound search logic
Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability
Updated Asset Preview Drag-n-drop to work with new previews
Begun initial work with Tags integration into AB - currently only works with datablock categories
Bugin initial work with Creator classes - currently only populates category lists, no items
Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found
Added ability to drag-n-drop datablocks from AB and spawn requisite object
Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position
Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now
Adjusted folder and asset search fields in AB to utilize placeholder text
Added logic when creating new module to prompt auto-populating common default folders
Shifted preview size to slider
Added logic to MenuBuilder so popup menus can utilize bitmap arrays
Added editor setting for if to display loose files in AB
Minor theme color corrections for some profiles
Fixes the terrain asset creation, makes the loading logic go through the asset auto-import behavior when a filename or assetid is bound that is not found.
Corrects terrain material binding to properly save and load
Makes the terrain asset inspector fields work as expected.
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.