Commit graph

17 commits

Author SHA1 Message Date
Robert MacGregor ba07e6c6d7 * Cleanup: Remove the partial editor tools integration from the TORQUE_SECURE_VFS implementation in preference for developers building mod tools builds instead. 2022-06-13 08:08:43 -04:00
Robert MacGregor 0e93373824 * BugFix: When querying against root with Torque::FS::DumpDirectories, correctly return directories with their path.
* Adjustment: Add commenting to some of the new programming.
* Adjustment: Tweak fileCreatedTime and fileModifiedTime functions to use the VFS.
2021-12-20 19:26:32 -05:00
Robert MacGregor 277cdf67b0 * Feature: Initial secure VFS implementation with asset import capability. 2021-12-17 21:16:42 -05:00
Areloch 26ef40950b Updated version of OTHGMars' updated window and resolution options modes.
Additional changes include disabling certain options when they are not valid(ie, resolution is disabled when in borderless mode)
2020-09-20 02:06:15 -05:00
Areloch cba14c035f Change Asset Browser logic to utilize folder heirarchy instead of strict Asset Type filtration
Added navigation history to AB, as well as ability to navigate via forward and backward buttons and breadcrumb buttons
Added folder 'asset type', allowing you to create, rename, delete and move folders via the asset browser for better organization
Adjusted various behaviors to work with the address-driven navigation/organization of the AB
Expanded visibility options for the AB and integrated them into editor settings so they are retained
Added Search field for searching the folder structure, in addition to the existing preview tiles search
Adjusted drag-n-drop behavior of the platform code so it accepts dropping folders
Added ability to dump active PostEffects list to see what is currently running
Added ability to mark specific items in GuiTreeViewCtrl as hidden
Made reflection probe bounds boxes translucent rather than wireframe to improve editing visibility
Added expanded loose file references to LevelAsset for common companion files like decals and posteffect scrips
Added editor setting for Editor Layout Mode, allowing you to set the editor into 'Modern' layout.
Added editor settings to set default import config ruleset, and also ability to set auto-import. If both of these are set, then as long as the importing assets have no errors, they will auto-process and the user doesn't need to manually check and confirm them via the asset import window
2019-10-20 02:47:15 -05:00
Marc Chapman a578ef77d3 Fixes a crash that occurs on linux headless servers 2019-02-26 14:47:02 +00:00
OTHGMars 3af77bbf15 Adds support for SDL joystick and game controllers. 2019-01-10 20:09:05 -05:00
OTHGMars 49fa248ec4 Fills in monitor functions in PlatformWindowManagerSDL
Adds the sdl implementation for all used PlatformWindowManager monitor functions. [This unit test](https://github.com/GarageGames/Torque3D/blob/development/Engine/source/windowManager/test/windowManagerTest.cpp#L28) will now pass for the SDL platform. Here is the equivalent in TorqueScript to test the functions via the Canvas object:```//Canvas.listDisplays();
function Canvas::listDisplays(%this)
{
   %count = %this.getMonitorCount();
   echo(%count SPC "monitor(s) detected.");
   for (%i = 0; %i < %count; %i++)
   {
      echo("Monitor #" @ (%i + 1) SPC %this.getMonitorName(%i) @ ": " @ %this.getMonitorRect(%i));
   }
}```
2018-11-24 03:12:07 -05:00
Areloch 71d31c57fd Enables SDL's ability to drag and drop files onto the game window and have it call back into script for handling. 2017-09-23 15:43:09 -05:00
Azaezel 60631cb146 expanded debug reporting for SDL_Init 2017-06-13 20:24:03 -05:00
Areloch f02d0d6c4e Hooks the splash window code up to the same image loading code as the icon code, and also adds a check if it tries to load a BMP for either(this is a bad format and really shouldn't be used for pretty much anything).
Also includes a icon for the templates.
2017-01-16 00:09:55 -06:00
Areloch 170cdadf60 Fixes window icons with SDL, hooking it through the var $Core::windowIcon as the path.
Also adjusted the splash window icon to use the var $Core::splashWindowImage for it's path.
2016-12-22 00:52:34 -06:00
Jeff Hutchinson f6b8ef126d fix SDL text events from generating a ~ key when opening the console 2016-12-11 13:53:11 -05:00
Areloch 6f72c7b119 Implements the splash screen window to the SDL platform stuff. 2016-08-27 17:47:03 -05:00
Azaezel 4a8f6737b6 Mouse wheel check has to occur before mouse motion. Apparently the one is a subset of the other. also thanks @dottools for the proper codeline. 2015-07-29 20:36:33 -05:00
Azaezel 06f6819d63 sdl2 mouse wheel scrolling rev1 2015-07-29 11:24:48 -05:00
LuisAntonRebollo aa35157eef PlatformSDL implementation. 2015-01-19 01:17:37 +01:00