Commit graph

13 commits

Author SHA1 Message Date
JeffR 976c0bca79 Fixed uninitialized values for renderMeshExample and renderShapeExample which would cause a crash on creation
Added utility method to prefab to be able to get the internal simGroup that contains it's children
Adjusted logic for mounting items in GuiShapeEdPreview to utilize assetIds for the shapes
Moved the Asset and AssetBrowser editor settings populate functions to the AssetBrowser script to better organize things
Fixed command usage for General, Player and Observer spawn point creator entries to use the correct callback commands
Fixed logic for creator callback commands that don't just route through the class name based structure
Added RMB context menu actions for opening asset file or folder locations in OS file explorer
Fixed lookup of animation assets when editing a shape's animations in the shape editor so it provides the assetId of the anim if it exists
Fixes handling of mounting in the shape editor so it utilizes assets and the asset browser like everything else
2022-04-06 01:08:20 -05:00
Areloch adec6e7c74 Adds load status to MaterialAsset for if the Script file itself has been loaded, but the material itself hasn't yet been processed.
Fixed String -> StringTableEntry conversion in prefab file to correct corruption when setting the filename
Cleaned up message spam from the MaterialSlot fields on TSStatics
Added getter/setters for terrain file and assets
Removed unneeded exec of tools profiles for MainMenuGUI
Add logic to remove creators section of AB if in select mode
Fixed misc. messageBox invokes that were erroneously converted to 'toolsMessageBox'
Fix classname for NotesObject in AB Creator Entry
Fix issue where ConvexShapeEditor toolbar would hide after being seen once
Changed keybind for quick AB access from 'space' to 'shift space' to avoid input issues when typing in fields in some cases
Fixed default image assignments for River objects on foam/ripple/depth
Added handling for Material, Sound and Shape asset fields in Object Builder, and updated various objectBuilder class entries to utilize them now.
Updated various fields' defaults for ObjectBuilder to utilize correct assetId's
Fixed editor SceneTree tooltips for TSShape and GroundCovert to correctly reference assets as needed
Added logic to properly check terrain asset validity when prompting to save changes, which would break saving actions before
Added menubar items in the Object category to take control and release control of control objects quickly for testing
2021-09-19 01:01:47 -05:00
AzaezelX 68fee78744 prefab safeties 2021-08-17 14:41:09 -05:00
AzaezelX b8eaefc21e refactor new IsScriptFile method to be zip-safe 2021-07-22 20:55:46 -05:00
AzaezelX f185bef8a3 leverage isScriptFile
(also initialize  scattersky. mNightCubemapName = StringTable->EmptyString();)
2021-07-22 12:02:23 -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 c5bccd8ff4 Adjusts getUtilizedAssets writeout so it more consistently prints out the dependent assets
Adds handling for prefabs with getUtilizedAssets
2020-09-08 01:04:41 -05:00
Areloch 9bf8337e4a Initial implementation of the Scene object for handling scenes/levels in a more consistent and deliberate way. 2019-02-23 15:55:28 -06:00
Areloch a7107744f3 Merge pull request #2204 from Azaezel/badPrefabEntryHandling
don't try to physically interact with a prefab with invalid entries
2018-04-30 23:06:24 -05:00
Areloch 8dedcf456a Cleanup of export function to remove redundant arg
Removed unused var
Cleaned up collision export on convexShape
Added prefab export functionality
2018-03-04 16:03:39 -06:00
Azaezel c662e4ec2e don't try to physically interact with a prefab with invalid entries 2018-02-12 11:48:13 -06:00
Areloch 1d754cbbad Makes it so prefabs can correctly 'export to collada' by running the buildPolyList function on it's children.
Also adds a 'Bake Selection to Mesh' option to the tools menu in the editor to export the selected mesh to a collada file, and then replaces the selection with a TSStatic.
2016-12-10 17:27:27 -06:00
DavidWyand-GG 7dbfe6994d Engine directory for ticket #1 2012-09-19 11:15:01 -04:00