Altered a few of the input images to improve readability of some of the text
Standardizes the menuInputButton set usage to just use the raw action names rather than a middleman naming scheme for simplicity and standardization
Added comments to menuInputButtons.cs
Split out the menuInputButton containers to simplify and stabilize the code on the messageBox dialog
Removed old reference to script/gui files not there anymore
Simplified the input state check in guiGameListMenuCtrl.cpp
Added a check so we don't try exec'ing the selected list item in guiGameListMenuCtrl.cpp if nothing has actually be selected
Implemented script dependency handling
Added test-case of script dependency handling in ExampleModule
Cleanup of redundant getSceneCount calls
Properly get scene count in callGamemodeFunction
Remove unneeded TODO comment in shaders
Converted onMissionEnded gamemode func call to use callGameModeFunction function
Convert ExampleGameMode to be container-object based, and updated callGamemodeFunction to handle that
Correct import settings typoe so image suffixes are read correctly
Largely fixed companion image scanning when importing images and streamlined image-material interop during import preprocessing
Added handling for reading in PBR maps and creating a composite image + asset
Added WIP of Cubemap asset, and editing integration with a standalone cubemap editor
Added ability to create new Cubemap asset in Asset Browser
ForcedMaterialMeshMgr tweaked to allow proper setting of override material
Ongoing WIP of update/fixing of options menus
WIP of expanded visualizers, including material complexity viz
Adds no-pie flag when compiling on linux with non-clang compilers
Have initServer only get called when a server is actually started for the first time
Added utility method callGamemodeFunction to streamline exec'ing of gamemode function calls
Added onClientConnect gamemode function, called when the client establishes the connection
Added onInitialControlSet gamemode function, called when the client actively gains control in the game, to allow gamemodes to special override GUI settings or input commands
Cleaned up init'ng of the engine so stock UI module isn't required to trip configuration of the canvas
Added fallback so if nothing set the main content control for the UI after boot, we attempt to set the defined mainMenuGUI, on the chance nothing explicitly sets it on load
Adds sanity check to editing of gameasset script action in asset browser
Updates module template file
Updates visualizers
Fixes checking of popup menu items
Adds stub for TerrainMaterialAsset
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.