adds an isValid(gridinfo tile) command to prefilter out grid elements of a specified nature
applies that to SetEmptyAction::process
also corrects sliderbar positions for terrain painting elements, as ell as adds a min/max slope for removal
potential TODOs: apply it more places pending feedback. add a min/max hieght filter as well
fix a crash caused by having boundingBoxCollision on, while projecting the mouse so that there is nothing between it and a globalbounds object
it would seem we're somehow ending up in a state of WorldEditor::collide returning true it hit somethging, but NULL as far as *what*
until we properly fix this, doublecheck to make sure the hitObject isn't NULL before we start trying to reference membervars/methods
clang + ninja via clion disliked a string assignment from a case that could feed a string either another string or a char *, soi used the latter acroiss the board
Commit from Azaezel to fix the naming of inspector fields.
TypeMatrixField still messes around on first responder, we know these functions convert angAxis to eul properly and from eul to angAxis but when the data comes to TypeMatrix it changes.... weird issue is weird.
Fixes loading of modified surfaceTextures by properly inserting into stringtable
Fixes display of the active and default material previews in the ConvexShape editor
Adds buttons to hollow and recenter selected convex to tool window
Shifts integration of other modules with the OptionsMenu so other modules can inject their own options categories to a callOnModules hook
Updated ExampleModule to use new options menu integration angle to show example option
Deleted unneeded dropdown_textEdit_image asset def from baseUI
Fixed incorrect internal values for the terrainIcon_image asset def that made it present as a redundant terrain material asset
Cleaned up old, bad loadFilters calls and replaced them with the proper refresh() calls.
Removed old, bad calls for jumping through the asset browser's tree from when it was still hardcoded organization, which cuts down a lot of error spam
Cleaned up some of the asset type's preview image assignment code to be more reliable
Made terrain materials now use a similar preview proxy shape as regular materials
Fixed erroneous duplicate GuiInspectorTypeShapeAssetPtr::onControlDropped, which was breaking drag-n-drop actions of shapeAssets into inspector fields
Added proper logic for drag-n-drop actions of imageAssets into inspector fields
Add sanity check after creating new asset to avoid redundant attempts at initialization of the new asset
Fixed ConvexShape Editor tooling so you can now use the UI to apply the selected material to the selected surface
Added tools menu to the menubar with the Project Importer entry so the PI can be launched from either tool
Implemented ability to drag-n-drop imageAssets onto MaterialEditor map fields and have it work
Implemented ability to drag-n-drop imageAssets onto TerrainMaterial Editor map fields and have it work
Made the TerrainMaterial editor dialogue have a non-modal background so you can interact with the editor as normal while it's up
Add sanity check to avoid attempting to mark EditorTree items if we couldn't find it's id
renamed BaseMap references in terrain material editor to diffuseMap for consistency
Shifted tracking of importing asset status to an enum for more robust handling
Added logic to properly init freshly created shapeConstructors with the newly imported shapeAsset
Fixed handling of assets that have been marked to be skipped, but needed to fill in the parent's dependencies(UseForDependencies enum value)
Cleaned up redundant recursive logic for importing assets
Disable Create Game Objects button in inspector
Fixed material assignment for convex proxies
Updated asset icons for AB with WIP images to be more clear
Fixed issue where type-generic icons in the creator items in the AB weren't showing correctly.
Force AB to show creator entries in list mode for efficiency and avoid icon scaling issues
Moved creator functions for AB to separate file for convenience
Filled out GUIControls in the AB's creator mode, and context world editor and GUI creator entries based on active editor
Added drag-n-drop handling for guiControls via AB creator in guiEditor mode
Added more types' profiles in the AB gui profiles to give more unique border colors for better visual clarity of asset type
Added editor setting to indicate if the editor should load into the last edited level, or the editor default scene
Fixed setting of highlight material overlay in shapeEditor
Added global keybind for GUIEditor so space also toggles assetbrowser
Fixed up binding/finding of shapeConstructor by assetId, which also fixed displaying of shape's material listing
Fixed handling of convex shape editor's active and default materials
Fixed assignment of material for convex shapes via editor
Fixed material editor map assignment logic
Added utility function to detect possible duplicate files in project to ProjectImporter
Added conversion of legacy sky and water classes to importer
Fixed bufferLen issue with guiTreeViewCtrl
Fixed various inspector field editor button icons
Fixed drag-n-drop apply logic for material assets
Fixed up some convex shape editor material references
Fixed tools overlay gui profile opaqueness flag
Fixed uvEditor image asset binding/lookups
Fixed decal editor preview display
Fixed shape editor would you like to save your changes prompt
Added additional sanity check for bad material reference in tsMesh
Fixed saving of terrain asset when working in editor default level
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
Shifted every-frame RT allocation to be stored in advancedLightBinManager
Remove deprecated references to dynamicShadowMap in light materials
Updated spotLight shaders to remove deprecated dynamic shadowmap reference which was causing a crash when spotlights had shadows turned on
Added GLSL version of Viz_SurfaceProperties so it works on both APIs
Fixed autoAssetImport so it properly cleared any prior import session objects
Added beginning and ending comment line signfiers to make import logging easier to spot in console
Fixed variable used when doing the actual import on assets where it would use the top-level asset import objects and not the children array, causing a crash
Fixed the Make Selected A Mesh logic to work with the creation of a new shapeAsset
Added secondary handling to generate a prefab of the original selection for preservation purposes
Added optional input for makeSelectedPrefab to not delete the original selection(useful for the preservational prefab mentioned above)
Adjusted font color for NA text edit fields to make it more legible
Changed the non-working reloadDatabase button in assetBrowser to instead open the Asset Editing editor settings page.