Commit graph

349 commits

Author SHA1 Message Date
marauder2k7
c6ec2fd6a1 Merge branch 'PreviewAssets_UseAsset' into SoundAsset_Refactor 2025-06-19 13:36:49 +01:00
marauder2k7
ca1604170d initial commit
change the macro to use the refactor (exact same structure as the imageasset macro)
2025-06-19 13:34:07 +01:00
marauder2k7
45f1447d2b Update ImageAsset.h
add check for if _in matches the filename that is already set for image asset, this stops the set being called twice when loading the same image asset
2025-06-19 07:53:32 +01:00
marauder2k7
794a8c900d Update ImageAsset.cpp
add change notification on intialize asset use this callback to update information about the image on refresh. Remove notification when the asset is removed and when the imagefile changes
2025-06-17 16:49:07 +01:00
marauder2k7
48b512ef73 move population of image metadata to onAssetRefresh 2025-06-17 15:06:07 +01:00
marauder2k7
3d77b59b71 Update assetImporter.cpp
refresh asset so image asset can write out its image metadata
2025-06-17 14:57:18 +01:00
marauder2k7
67f217ada1 Update assetImporter.cpp
asset importing for images shouldnt execute a file copy, original file path is enough as it is relative to exe
2025-06-17 12:20:47 +01:00
marauder2k7
fc9f221ac0 Prepend symbol for image files
Prepend image filenames in imageassets with "@" symbol so expand and collapse works correctly for files relative to that asset.taml file.
2025-06-16 08:33:11 +01:00
marauder2k7
50f74368b3 various fixes around preview assets and imageassets text field
Imageasset text field now displays correctly in inspector
previews now use assets again
assetBrowser hides previewCache folder
2025-06-15 22:07:12 +01:00
AzaezelX
a3d2d13d39 remove stray methods.
revisit loadedstate shortcutting of already loaded textures
2025-06-01 12:41:31 -05:00
JeffR
0e6c33f78a Fixed gui editor drag and drop behavior for image, shape, and sound
Ensure BitmapFile is given a proper default
2025-05-30 20:21:13 -05:00
JeffR
41957cb98f Compares path and filename, excludes png in case the user swapped a dds for a png or the like 2025-05-29 16:06:04 -05:00
JeffR
029427d51c Fixes imageAsset lookup so if we're looking up a full filename path, we compare the actual full paths 2025-05-28 23:23:08 -05:00
JeffR
8ed3bab44c Re-added prefix handling for named texture lookups for image asset fields
Changed render-out of shape preview images to use png
Added filter against previewCache folder
2025-05-28 17:47:23 -05:00
JeffR
0fa8b97f91 Reimplements ability to utilize direct file load alongside ImageAsset fields when utilizing the ImageAsset macros
Updates Asset Browser generated preview images to not utilize full assets, but just the preview image files themselves
2025-05-27 17:12:03 -05:00
JeffR
bb7ee38bf4 - Reimplements autosave logic to handle levels, subscenes and terrains in a more consistent, reliable way.
- Adds entry to RMB menu in Asset Browser to restore an asset to a backup copy taken from autosaves
- Adds reparent out-of-bounds objects button to SceneGroup inspector
- Adds ability to have SubScene have a different loading bounds from the actual subscene bounds, allowing load triggering to happen ahead of the bounds of the subscene itself
- Fixes asset importer handling of animFPS field to be the correct type
- Adds onInspect handling to GameBase allowing better handling for any game class type with editor integration
- Add getAssetLooseFileCount and getAssetLooseFile to AssetManager to be able to iterate over all loose files associated to an asset
- Add standard/default preload function def to forestItem
- Fixes handling of text placement on GuiIconButtonCtrl when text is set to the right
- Adds setGlobalCenter utility function
- Adds ability to set guiInputCtrl active state
- Matched util functions for tracking if left and right mouse buttons are down to EditTSCtrl alongside the existing middle mouse
- Add empty element sanity check to appMesh loader
- Add callback for GameBase when game is created
- Add default graphics options config for steamdeck
- Fix typo in assetImportConfig default
- Filters SceneGroup utility buttons in inspector to only show for relevent class types
2025-05-25 07:40:10 -05:00
JeffR
cac068d2c5 Adds the necessary ifdef flags to re-enable the ability to build with tools disabled 2025-05-17 18:41:15 -05:00
marauder2k7
a9240b87f4 Update assetImporter.cpp
image asset importer was doubling up on the filepath.
2025-05-16 08:14:25 +01:00
marauder2k7
6870a040e2 purge assets and clear image
image asset was missing a clear, passing a null value should clear the image asset and set it to null on materials.
2025-05-14 00:57:38 +01:00
marauder2k7
aa3f07e339 update macro
Added get##name##File to macro that will check to make sure the asset is not null before getting the image file.
2025-05-14 00:30:47 +01:00
marauder2k7
a52069bbc5 processed material null ref
processedMaterial was not checking to see if each asset was null before getting the image filename inside the call to _createCompositeTexture
2025-05-13 23:46:54 +01:00
marauder2k7
f86497434e is named target
clear out texHandles on teardown of imageAssets.
2025-05-12 22:17:01 +01:00
Brian Roberts
6cda97867c
Merge pull request #1452 from marauder2k9-torque/MEMORY-MANAGER-REFACTOR
Memory Manager Refactor
2025-05-12 15:31:06 -05:00
marauder2k7
e1c01cd49a Merge remote-tracking branch 'upstream/development' into imageAsset_refactor_rev3 2025-05-12 14:45:41 +01:00
marauder2k7
15ff382469 plugging found leaks
LEAK from G:\GameDev\GithubRepo\Torque3D\Engine\source\console/consoleObject.h:686
- leak around props remaining after the const_cast free it up

LEAK around sound asset
- assetEnumNameConcat was creating a leak.
2025-05-12 11:50:16 +01:00
Brian Roberts
798936ebd2
Merge pull request #1325 from Areloch/Standardized_AB_AssetManagement
Updates most of the handling of asset types to follow a more standardized type-registration system.
2025-04-29 13:19:50 -05:00
JeffR
f31acf774e Adds handling for datablocks to be reloaded if the assets they utilize have their files directly edited. 2025-04-24 00:58:20 -05:00
marauder2k7
7c4d41ee21 Merge remote-tracking branch 'upstream/development' into imageAsset_refactor_rev3 2025-04-05 15:59:02 +01:00
AzaezelX
b299b54467 encapsulate tool-only code for levelassets 2025-04-02 15:38:43 -05:00
JeffR
5566f8a396 Updated handling of subscenes in assets to be it's own distinct definition to avoid parsing and detection issues, as well as fields to be handled distinctly between the types 2025-03-30 16:36:15 -05:00
JeffR
c2af4e578b Merge branch 'Standardized_AB_AssetManagement' of https://github.com/Areloch/Torque3D into development 2025-03-30 15:03:43 -05:00
marauder2k7
774bd874b5 Update ImageAsset.cpp
early out of generateTexture
2025-03-30 11:44:55 +01:00
marauder2k7
73ad92b757 review notes from Az
Should render fallback for namedTarget if namedTarget fails
Add safety around namedtarget getTexture to stop assert
Missing assets should revert to fallback image and print a warning to console
Remove REFACTOR tag from all macros.
2025-03-30 11:22:42 +01:00
marauder2k7
b707b2e2b7 final rev
add safeties to getters
getTextureBitmap/ functions to return member variable that is collected when the image is set
2025-03-28 15:32:16 +00:00
marauder2k7
bfe2401ebb get image metadata
adds ability to get image metadata without loading the texture
since we are using the getOwned parameter correctly now new assets must have the full path to the image file when being created
when the asset becomes owned again the image file path will be updated.
2025-03-28 11:14:21 +00:00
marauder2k7
db8c565416 ID10T issue
we dont want both fileChanged and resourcechanged.... causes issues
2025-03-27 19:34:11 +00:00
marauder2k7
fc30d178af fix asset refresh on materialAssets 2025-03-27 18:33:37 +00:00
marauder2k7
c025ea86b4 more cleanups
cleanup the type removing the refactor tag
materialManager restored to its original state
2025-03-27 08:59:50 +00:00
marauder2k7
3b70689abc clean out old macros 2025-03-26 21:16:43 +00:00
marauder2k7
7af992970a Update ImageAsset.cpp
update getAssetIdByFilename to also check the imageFile of the asset
This helps match filenames for assets created privately such as probe bakes and targets
2025-03-26 18:51:44 +00:00
marauder2k7
086db03bbc Update ImageAsset.h 2025-03-26 15:42:26 +00:00
marauder2k7
f59ccc3f99 Update ImageAsset.h 2025-03-26 15:41:53 +00:00
marauder2k7
465c79f39d Update ImageAsset.h
update macros to share target functionality
add extra check to see if image asset exists.
2025-03-26 15:07:07 +00:00
marauder2k7
d86962d1fd requirements for postfx
update to handle posteffects with image_asset_refactor
2025-03-26 14:31:11 +00:00
marauder2k7
16d219769f set preview image
set the image asset preview image for namedTargets
2025-03-26 10:12:14 +00:00
marauder2k7
bab7878ca6 give named target a fallback
we need to give named target a fallback image so references are kept when a named target is not ready.
2025-03-26 09:12:06 +00:00
marauder2k7
6c2b4f8979 null handling 2025-03-25 19:14:05 +00:00
marauder2k7
987ff90467 named target functionality 2025-03-25 18:22:26 +00:00
marauder2k7
b2fe48ab8d more merge conflicts
fixed more merge conflicts (afxZodiac and MaterialDefinition)
Updated cubemapdata to use refactor asset
added new part to image_asset macro to create a private asset if the file exists.

updated reflectionProbe errors to actual function name where the error occurs.
2025-03-24 21:50:04 +00:00
marauder2k7
0da0903599
Merge branch 'development' into imageAsset_refactor_rev3 2025-03-24 20:07:06 +00:00