Added ability to check if popup menu is currently Visible
Removed unwanted path debug/testing code from tsShapeConstructor
Made a number of default postFX's names more consistent and set up asset definitions for them. Began adding hooks to PostFX editor as well
Refactored Asset Import window with new layout, revamped import behavior to work with new layout concept and easier editing of import 'session'
Updated Asset Browser to utilize a common 'DirectoryHandler' object to standardize/centralize all folder navigation behavior for the asset tool ecosystem
Added new window to select path for assets
Refactored import config editor to be easier to utilize
Added field in editor settings to edit import configs without needing to first try and import assets
Updated a number of asset types' scripts to handle address-based system
Began standardizing a number of 'actions' for the asset browser, including drag-n-drop, renaming, deleting, moving, etc.
Made refreshing behavior of AB more consistent
When making new in AB folder, it will automatically navigate to the new folder
When making a new folder, prompts the folder name via new popup window
Refactored PostFX editor to use newer layout with side list for easier use
Added ability to override radio button behavior when selecting items in popup menus
Added ability to turn on rotation snapping as a setting, with SHIFT just inverting the rot snap mode
Implemented proper asset type filtering, complete with multiple type selection, and listing of active filters in AB footer. Selectable via visibility popup Menu
Moved asset preview button generation from code to template GUI file
added ability to move asset with drag-n-drop(Image asset only so far)
New AB folder icon
Properly link image asset fields to material asset if 'AlwaysPresentImageMaps' config setting is active
Updated debug forward mat viz to work with probe visualization
More correct premult math
Updated probe viz menu behavior to properly toggle and mark which is active
Added Open Recent functionality to File menubar item
Added new editor setting for Startup Mode to dictate if it'll open the most recent level edited or the blank level, instead of utilizing a game UI control for level selection.
Properly re-enabled the handling for the forceSidebarToSide setting to track to the setting value
Added asset loose files for editor and bake level files on level asset
Correct return of ConsoleGetType on TypeShapeAssetPtr
Adds shape asset support to TSStatic, now will support either raw shape file or ShapeAsset
Adds onInspect function behavior, so when object is inspected, it can do special editor behavior
Adds callback for when editTSCtrl is resized
Added editor setting to force the world editor sidebar(scene tree and inspector windows) to resize to fit to the right side of the screen automatically instead of float
If assimp loader encounters error, it's output into the console log
Makes root Data item in folder hierarchy tree in Asset Browser able to support right mouse popup menu action
Material and Shape assets now correctly base on current browsed folder
Material asset generation now more properly fills out common maps, as well as handles skipped dependencies better
More theme corrections
Updated TestGrid images asset defs to have proper loose file handling
Added ability for assimp loader to ignore cached DTS shapes on demand when building shape data
Added assimp importer options to asset import config settings set
Moved variableInspector field types folder from tools/assetBrowser/scripts to tools/guis
getAssetDependencyFieldCount
clearAssetDependencyFields
addAssetDependencyField
saveAsset
Updated the saveAsset function for terrain block to utilize utility methods to ensure the terrain asset's material dependencies, so they will load properly.
void PlatformWindow::setVideoMode(const GFXVideoMode &mode)
{
_setVideoMode(mode);
getScreenResChangeSignal().trigger(this, true);
}
allowing the resize trigger to go off, as well as any other shared functionality we want to slim the per-implementation specs down to later down the line
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