Added functions to AssetManager to pack/unpack assets using an id hash instead of their id string this cuts down how much data is sent across the network for assets
All asset macros updated to use this new functionality.
Updates groundCover to utilize TerrainMaterialAsset macros in place of straight StringTableEntry for type layers
Fixes formatting for several asset types' inspector fields so they correctly call down into prompting the AssetBrowser being shown with correct field naming, thus allowing fields that are arrays to have the right index when setting the target variable
Updates several asset helper macros to handle blank values for network traffic to actually be sent to client, thus allowing setting an asset to blank on the client, rather than only falling back
AppMesh position was being scaled twice since the node is now being scaled
Try and resolve fps from file instead of default 30
maxKeyTime should be outside the loop
Assimp importer now sets the collada options to fix up axis transformation
bounds are now created by tsmesh
top level nodes are now added to the processNodes stack so bounds and other root nodes can be found correctly
Allows traversing an xml document by element without needing to know the element name
Blind traversal allows more dynamic loading of xml docs and logic to wrap different outcomes
new script functions:
prevElement
nextElement
nextChildElement
<main> <--- we are here
<child> <-- nextChildElement will take us here
</child>
<child2> <-- after nextChildElement nextElement will take us here
</child2>
</main>
<main2> <-- next element will bring us here
</main2>
Adds the ability to declare defaults for function arguments
eg
function testFunc(%x = 1, %y = 1)
{
return %x + %y;
}
can now be called as
testFunc(10) and it will return the value of 11.
multiple preloads were failing to return false or mesages on failure of mandatory entries.
clear out redundant isScriptFile definition
fix default order of /scripts/managedData script files
- Updates addSequence for the TSShapeConstructor so it can properly understand if it's handed an assetId or not, and if it is, stores that as the source data for use later
- Has the added benefit of ensuring no erroneous double-ups of data causing accidental overwrites when saving the shapeConstructor because it thinks the data 'changed'
- Fixed saving of new added sequences in shape constructor to properly trip whitespace
- Adds ability to manually trigger a ShapeAsset to load the shape data
- Adjusted the logic for getting a shape/animation asset's constructor when adding a new sequence to avoid false reporting of no constructor existing(by manually loading it)
- Fixed formatting on ShapeEd Anim window to properly scale
- Added onWake calls for the ShapeEd select and properties windows to better prep them position/extents-wise so they should behave more consistently
- Fixed issue of Not closing material editor if it was opened via the Edit Selected Material button in the ShapeEd
- Fixed issue of highlighting of material not going away when ShapeEditor is closed
fix spam on saving, we only care about compression when baml is being written out. set it to false for all apart from where specified as binary, if the format is specified then turn off auto format. This warning was also wrong its binary format