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
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));
}
}```
while not a major issue per-se, the sheer number of times the engine has to jump back in memory and backfill data in a given class can add up. First run of... many.,