gui padding is a >=0 element
guitabbookctrl.selectedPage defaults to -1
shape editor triggers derived from textrows must ensure they are actually loking aty an entry. -1 is the return value of" not found"
- Updates the position/extent of most of the labels and fields so they no longer cut off or overlap
- Added a new button for explicitly added sequences based on existing sequences. This lets the Add Sequence button be exclusive for adding in new sequences from external assets improving stability and making the general behavior more consistent
- Adding new sequence now prompts a window to pre-fill data like the sequence name, source sequence name and start/end frames
- Made the shapeConstruct handle the adding of sequences handle the lookup of external assets consistent to the rest of the engine
- Fixes name presentation for ShapeAnimationAssets in AB
- Adds separate dropdown for the sequence properties section for picking the desired source sequence name. This makes it possible to pick an external animation source AND the internal sequence name via the UI, instead of needing to script it by hand
- Fixed saving behavior to properly restore the playback thread
- Fixed saving behavior to not needlessly save the asset def when editing sequences but before you clicked the save button
- Made it so clicking the Assets tab in the select window opens the AB, but re-selects the Scene tab so you're not fighting which tab is selected
- Adjusted positioning defaults of all the windows so be more standard
- Fixed openShapeInShapeEditor behavior
soundassets in general: initialize the ease to default
for the ShapeBase::updateAudioState, we never call that without first checking if the asset is defined, *and* isvalid is not valid if it's never tried loading it. so that's both redundant *and* actively counterproductive for a filter
allow a textureCoordCount to be used raw when texrows and coumns are not >1 in order to let the transmitted vector actually be used
correct and augment editDecalDetails to now read
DecalEditorGui.editDecalDetails( %this.instanceId, %pos, %tan, %size, %uvID );
it needed the word split to begin with, and also added the uvID for instance frame tracking/overriding
same token added a getDecalFrame(%this.instanceId); method
todos: add a frame lookup and selector for the instance tab, modify decal display to account for non-square uv portions
ensure if an input file contains mesh data *and* an animation, thats a dts, if it's *just* an armature, that's dsq
also fix shapeanimation tooltip display
and for furutere utility, TSShape::isShapeFileType(Torque::Path filePath); is now static since it only requires a path, not an object instance per-se
- Hides the special-case direct filepath field for ShapeAsset persist fields macro
- Shifts the handling of TSStatics so the shape instance will load materials on the server as well as the client. This opens gameplay options as well as allowing rebaking of meshes functionality more easily
- Expands AssetBase's isValidAsset utility function to actually check validity instead of just returning true
- Adds isValid utility function to AssetPtr
- Added new field flag that makes the field not write out to file
- Removed legacy iconBitmap field from GuiIconButtonCtrl because it was causing errors
- Fixed group filtering check of guiInspector to ignore case
- Removed unneeded isFile checks for common datablock script files in Prototyping module script
- Removed test datablocks from Prototyping module
- Removed unnecessary container control from AssetBrowser
- Adjusted preview regen logic of AssetBrowser so it doesn't trip if you're simply resizing the window
- Fixed issue where row-vs-column layout logic for AssetBrowser when resizing window was fiddly
- Added handling for when Dragging and Dropping datablock from AssetBrowser to spawn, it'll prompt if it spawns the actual object, or a spawnsphere that spawns said object. In the event of an PlayerData will also prompt if it should spawn an AIPlayer
- Added ability to take a TSStatic that uses a baked down mesh and are able to restore it to the cache prefab, or trigger and in-place rebake to refresh it if something has changed in the original contents via RMB menu on the scene tree
- Added ability to explode prefab to RMB menu on scene tree
- Added ability to convert selection to prefab or bake to mesh in RMB menu on scene tree
- Tweaked sizing of the DatablockEditorCreatePrompt window to not have cut off elements and easier to see/work with
- Added sanity check to datablock editor creation
- Fixed preview display of material in Decal Editor
- Made compositeTextureEditor use the cached preview of images
- Fixed sizing/spacing of gui selection dropdown as well as resolution dropdown of GuiEditor
- Fixes MaterialEditor to properly save the group collapse state when editing
- Adds ability to in-flow edit and create datablocks in the NavMesh Editor for the testing panel, and makes the datablock dropdown searchable
- Fixed issue where opening the ShapeEditor via the edit button on a ShapeAsset field would cause the action buttons on the top bar to not show
- Fixed error in shape editor where when exiting it was erroneously checking for a clear value of -1 rather than 0
- Removed unneeded top tabbook and tab page for main editor panel
- Fixed issue where reset button of TerrainBrush Softness Curve editor didn't actually reset
- Resized Object Builder window to not cut off elements and have enough width to show more data
- Added a TypeCommand field type to Object Builder and changed spawnscript field of SpawnSphere to use it rather than a simple text edit field
- Allow SpawnSphere in ObjectBuilder to be passed in spawn class and spawn datablock default info
- Injects button to controllable objects when Inspecting them to make it easy to toggle if you're in control of it or not
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