Commit graph

16 commits

Author SHA1 Message Date
JeffR 3442aceb0f Updates most of the handling of asset types to follow a more standardized type-registration system.
This streamlines much of the code and makes it easier to find and follow how different asset, object and file types are handled by the asset browser
Also clears out various bits of cruft and old commented blocks of code
2024-09-28 16:09:56 -05:00
Areloch 55697cffdb Streamlined baseUI profiles
Implemented audioOptions file with structure to comply to BaseUI options menu
Implemented majority of keybind remapping logic for options menu
2023-12-18 23:49:13 -06:00
JeffR 167f98b767 Expands ScriptAsset behavior to operate as a generic type-settable asset 2023-02-23 15:29:59 -06:00
AzaezelX f5a34308f9 add a docsURL; macro to link a given set of script config vars to git or similar storage urls via clicking on the inspector 2023-01-27 01:13:15 -06:00
JeffR 305e4851e0 Fixes issue with using Edit Asset in RMB menu in AB on datablocks where it wouldn't correctly recognize the datablock
Fixes issue where the local sfxProfile in a sfxEmitter would share pointer reference to the utilized shapeAsset's sound buffer, so when it's deleted it would nuke the soundAsset's buffer, causing reference exceptions
Adds includes to torqueConfig.h in several files that are blocked out with TORQUE_TOOLS to ensure that if the flag is on in the config file, the files are loaded/compiled as expected
Add sanity check to AssetManager::unloadAsset to ensure that the assetDef being unloaded was actually correctly loaded/registered into the console in the first place
2022-07-02 23:27:18 -05:00
OTHGMars 8148bdfcdd ModuleManager and AssetManager updated for T3D mount system.
Platform file calls replaced with Torque::FS calls when scanning for or loading files.
2021-01-11 05:03:00 -05:00
Areloch 40dd926873 Adds function for sceneObjects to report utilized assets
Add reporting of used assets to tsStatics and TerrData
When saving a Scene, it will write static object asset dependencies to it's levelAsset
Shifted level loader logic to pass up the levelAsset rather than full level path
Made it so when level is loading, the levelAsset loads its dependencies. When the level is ended, as part of cleanup, they are unloaded
Shifts defaultEditorLevel to be an actual asset and made the ToolsModule load assets
Fixes the Save As action to correctly save out to the new level asset
Fixed the autoLoadAssets logic to be cleaner and not manually check types
Removed extra, unused DefaultEditorFile file
2020-08-19 18:30:42 -05:00
Areloch 66cc6fb9d1 Removes current implement of shadow caching
Also removes EC stuff as it's not ready for prime-time yet
2019-12-13 01:14:03 -06:00
Areloch 3fa7a0d4fa Various fixes 2019-05-11 21:42:27 -05:00
Areloch b79030ebb4 Tweaks to the Asset/Module info echo behavior to spam the console less. 2019-02-23 14:20:57 -06:00
Azaezel 41507d2dd5 shadowvar cleanup 2018-03-16 20:28:01 -05:00
Areloch ae5a43de70 Asset Browser initial implementation - Asset updates.
Script execution on certain existing assets, new asset types and some tweaks to the managers.
2018-01-28 14:48:02 -06:00
Areloch 950723eb51 Implements support of autoloaded assets. 2017-10-14 22:10:42 -05:00
Masquara 15f67015d3 Reordering initialization methods #1912 2017-04-19 14:02:45 -04:00
Areloch 0ec9438429 The default configuration is for the asset database to automatically unload an asset when it's no longer referenced. This causes problems when we would delete objects and then go to make more instances that reference the same asset while the same mission is going.
So autounload is disabled to prevent excessive unloading of assets before the level is concluded.
2016-06-06 21:20:00 -05:00
Areloch 7a3b40a86d Initial Implementation of the Taml, Asset and Modules systems.
Only has example and shape assets currently.
2015-10-13 15:19:36 -05:00