Commit graph

12 commits

Author SHA1 Message Date
Areloch dec9f54a9b Merge branch 'Preview4_0' of https://github.com/TorqueGameEngines/Torque3D into BugfixQOL_20210909 2021-09-10 02:20:13 -05:00
Areloch 8781f2ab55 Add getScriptPath console function to GUIAsset
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
2021-09-10 02:13:56 -05:00
Jeff Hutchinson b0549118b6 various misc fixes from merge. 2021-09-01 22:36:59 -04:00
Jeff Hutchinson 17231ca9fb Merge remote-tracking branch 'devhead/Preview4_0' into tsneo
# Conflicts:
#	Engine/source/platform/types.visualc.h
#	Templates/BaseGame/game/tools/assetBrowser/scripts/assetBrowser.tscript
#	Templates/BaseGame/game/tools/assetBrowser/scripts/assetTypes/terrain.tscript
#	Templates/BaseGame/game/tools/gui/editorSettingsWindow.ed.tscript
#	Templates/BaseGame/game/tools/gui/scriptEditorDlg.ed.gui
2021-09-01 22:26:23 -04:00
Areloch 25a32cba2a Merge branch 'MiscQOLFixes20210828' of https://github.com/Areloch/Torque3D into Preview4_0 2021-09-01 17:44:43 -05:00
Areloch 683c438b09 Improves handling of rendering guiPopupCtrls where if the height extent is taller than the bitmap array height, it'll adjust the height to recenter the displayed bitmap elements.
Streamlined the toolbar for the gui and world editors to utilize a stack, making the behavior and manipulation of toolbar elements significantly more consistent.
Added Settings and Asset Browser buttons to both gui and world editor toolbars for easier access.
Moved all tool toolbars over to work with the stack system to make them more consistent and better formatting
Added saving of asset browser's last position and extent so it remembers it on load.
Added editor setting to close the asset browser after completing a drag-n-drop action.
Added keybind to editor keybind list, making space toggle the asset browser
2021-09-01 01:12:16 -05:00
Areloch ec85e9021c Misc Quality of Life and Bug fixes
Added handling for if preview images on image assets fails to generate, will fallback to using the full image
Added handling for double clicking or drag-n-dropping terrain assets to create them
Improved handling of field labels in variable inspector by making the stringtable be case sensitive.
Added editor settings for handling of asset double click behavior. Can now select between Edit Asset and Spawn Asset. Support is asset type dependent.
Added editor setting for auto-importing loose files when navigating to a folder. If on and the user has flagged to also enable auto-import generally, will auto import all unaffiliated loose files in as assets.
Added editor setting for default module to use when creating new assets. Updated various tooling logic so when creating a new material, if this and the 'Always Prompt Module Target' setting is off, it will fill in the target module and target asset path info based on the default module.
Fixed issue with editors that use managedData scripts where if the path didn't exist, the script file wouldn't be made.
Fixed display issue in terrain editor where if you clear the detail map, the normal/macro/orm maps would disable, but not also clear.
Fixed handling of cleared maps in terrain editor so it no longer fills empty maps in with the no image image.
Fixed handling of creating new material where it would fill in the diffuse with a no texture image as the default.
Fixed issue where canceling out of creating a module would still prompt to create the common default folders.
Fixed issue where the Select Module window couldn't be closed via the cancel or x buttons.
Based on feedback, reduced default size of the Text Pad window.
Fixed issue where the Drop At menu list wouldn't correctly display which item was marked after it was changed.
Fixed spawning shape asset handling so it uses whatever the editor's Drop At setting is.
Improved themeing of regular bitmap buttons in the editor.
Based on feedback, flipped layout of Target Module and Target Path in the Create New Asset window.
Improved handling of setting up the Target Path for when creating new assets. If a path is not set, and the user has a Default Module, it will default the path to that module.
2021-08-28 18:51:27 -05:00
Jeff Hutchinson 717c7acca9 Merge remote-tracking branch 'devhead/Preview4_0' into tsneo
# Conflicts:
#	Templates/BaseGame/game/data/ui/guis/loadingGui.gui
#	Templates/BaseGame/game/data/ui/guis/mainMenu.gui
#	Templates/BaseGame/game/tools/MainEditor/guis/MainEditorWindow.gui
#	Templates/BaseGame/game/tools/assetBrowser/guis/assetPreviewButtonsTemplate.gui
#	Templates/BaseGame/game/tools/forestEditor/brushes.tscript
2021-08-13 20:14:39 -04:00
Areloch 88ae8a9665 Added getShapeConstructorFilePath console function on shapeAsset
Fixed typo in import config settings for DuplicateAutoResolution
Converted TSShapeConstructor to utilize assets
Updated shape editor to work with assetified constructors
Converted guiBitmapButtonCtrl to use assets
2021-08-02 04:20:27 -05:00
Jeff Hutchinson b2bbd771f6 more torquescript template fixes. 2021-05-04 22:49:19 -04:00
Lukas Aldershaab 9ccaa6d3ea Improve handling of non-default script filenames 2021-01-19 21:32:31 +01:00
Lukas Aldershaab 099dd4f1f3 Parametrize script extension, default to 'tscript' 2021-01-19 21:32:31 +01:00
Renamed from Templates/BaseGame/game/tools/gui/editorSettingsWindow.ed.cs (Browse further)