Commit graph

80 commits

Author SHA1 Message Date
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
AzaezelX a3d2d13d39 remove stray methods.
revisit loadedstate shortcutting of already loaded textures
2025-06-01 12:41:31 -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 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 f86497434e is named target
clear out texHandles on teardown of imageAssets.
2025-05-12 22:17:01 +01:00
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 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 eb746a1142 console spam
moved error printout in guiType guiControlProfile incLoadCount inside a check to make sure the profile has a bitmap asset set.

remove older typeImageAssetId from group and variable inspector classes
2025-01-23 22:13:49 +00:00
marauder2k7 4d893f51cf gui image asset refactor
bitmap button popup ctrl ex
2025-01-23 22:13:21 +00:00
marauder2k7 fa8110ce8f all DECLARE_IMAGEASSET refactored 2025-01-23 22:12:55 +00:00
marauder2k7 24b374f545 cloud layer example 2025-01-23 22:12:54 +00:00
marauder2k7 eca0820134 init commit
start of attempt 3
2025-01-23 22:12:52 +00:00
Brian Roberts 69fa4b389f
Merge pull request #1340 from marauder2k9-torque/ImageAsset-NamedTexTarget
NamedTexTargets as ImageAssets
2024-12-23 03:12:22 -06:00
marauder2k7 7b73ce7a2f Update ImageAsset.cpp 2024-12-14 16:26:02 +00:00
marauder2k7 1edfbcf447 fixes for reload and flush 2024-12-14 13:37:23 +00:00
marauder2k7 f6dc694bd4 fully working 2024-12-14 01:18:46 +00:00
marauder2k7 85463c85ac named targets for image assets
image assets can now be bound to a named texture target
if used in a material the target needs to exist before the material is initialized
2024-12-13 00:26:39 +00:00
Areloch ae8eca48e1 Implementation of Subscenes, SceneGroups and Gamemodes
Standardizes Gamemodes to be an actual class with data and utility functions that can be parsed
Adds inspector field handling for selecting gamemodes
Updated Scene class to work with Gamemodes for the gamemode field
Updates editor suite elements to be able to create SubScenes, SceneGroups and Gamemodes
Adds ability to convert SimGroup to SubScene
Updates BaseUI's chooselevel menu to have gamemode selection and filters shown levels based on selected gamemode
2024-09-01 16:39:00 -05:00
AzaezelX 00bdc913b0 onAssetRefresh(); already chains. no need to call that again 2024-04-06 17:14:56 -05:00
marauder2k7 7874c0ae27 Merge remote-tracking branch 'upstream/development' into virtuals-override 2024-03-19 19:11:24 +00:00
marauder2k7 efbe5e90f5 virtuals removed
virtuals removed and replaced with override where necessary, clang-tidy to the rescue.
2024-03-18 18:13:00 +00:00
AzaezelX bfc921da22 reload chain execution
for imageassets and materialassets, check any other assets using them, and uppon completion of reloading, kick off the using assets reload as well in serial
2024-03-17 21:30:19 -05:00
Areloch 1e21cc678f Fixes the handling of imageAssets for array'd field types, as well as fixing the editor behavior of guiBitmapCtrl so the imageAssets correctly update the fields upon editing 2024-02-04 14:45:19 -06:00
AzaezelX 1cf754dbca asset load refactor
genral load method, now returns loadedstate across the board
2023-11-12 16:33:17 -06:00
AzaezelX 0303cadcc0 imageasset entries can be blank
don't spam the console. and definitely don't try and load it
2023-10-31 12:00:35 -05:00
AzaezelX a8d640e311 clean up redundant loads, shift first load to getResource methods for sound and shape.
still need to properly sort image
2023-10-09 14:41:14 -05:00
AzaezelX b710a309bd asset load flow work
add reloading state to asset tracking,
convert most asset.isnull() checks on over to skipping out unless the errcode is ::Ok, or ::UsingFallback
add more errstriongcodes to hook up
skip load<type> execution if the asset loaded state is ::Ok
2023-10-08 13:19:43 -05:00
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
Areloch 74ac45e877 Fixed Edit button tooltip for Shape Asset field
Disabled Edit button on image asset field as there's no current image editor
Fixed positioning of edit buttons to align with preview
Fixed horizontal sizing for the edit control so it keeps to the width of the field
Fixed handling on the preview display so if an invalid asset is input, it clears the preview display to help indicate it's invalid
Disabled the MaterialSlot handling for TSStatics until it can be further refined
2022-12-08 23:45:56 -06:00
Areloch 739a111fc2 Re-added accidentally deleted line that removed the preview tooltip 2022-12-08 20:15:20 -06:00
Areloch 6162c5da05 Updates the behavior and layout of the ImageAsset, MaterialAsset and ShapeAsset inspector field types to be clearer, with previews and obvious edit buttons
Also fixes drag-n-drop behavior from the AB into the image and shape fields to ensure they update as expected.
2022-12-08 20:00:55 -06:00
Areloch cd82186231 Fixes setter issue for image/shape/material custom inspector fields where it was not correctly passing through the changed value from the Asset Browser select
Swapped the water's disableTrueReflections variable to be enableTrueReflections for simplicity and consistency(also fixed a persistent typo)
Swapped disableVerticalSync to be enableVerticalSync for simplicity and consistency
Swapped disableParallaxMapping to be enableParallaxMapping for simplicity and consistency
Fix click detection on slider mode entries for guiGameSettingsCtrl so the click position correctly matches the percentage
Fixed problem where postFX initialization would always exec default.postfxpreset.tscript, even if a level's got it's own preset, which can cause problems
Fixed range field type behavior so that editing the values applies in real time, and also consistently applies between slider and text field
2022-08-30 01:29:39 -05:00
Areloch ded99cd8cb * Fixes handling for Image, Material and Shape Assets' inspector fields so they properly work with non-object targeted inspectors, such as the PostFXEditor
* Updated PostFXEditor scripts to handle refreshing properly when certainl field types(assetId fields) are changed
* Adjusted display handling of slider values on guiGameSettingsCtrl to show 0.x decimal format instead of 0.xxxxx
* Fixed pad length of item names in guiTreeView for items that are marked to avoid console spam
* Fixed local offseting for popupMenus so scaled/offset window position doesn't cause the popup menu to offset from mouse click position(courtesy OTHG_Mars)
* Fix issue with terrain where, due to default value save validation, the global scope for the terrain collision list would be whiped when saving, causing players to fall through terrain. Moved to per-terrain convexLists
* Fixed issue with the core camera model mesh and updated references so camera bookmarks display properly
* Fixed console spam during asset browser initialization where it would try and expand the directory tree even though the dir tree isn't populated yet
* Fixed handling of Open File Location RMB menu action to properly deal with script and datablock types
* Removed unusuable "Create ___" asset type prompts from the RMB menus for the AB to avoid confusion
* Improved slider offset positioning for various popup sliders on editor toolbars
* Anchored the visibility popup menu to the button for more consistent formatting and better feel
* Shifted various visibility toggles from 'in place' on the menu buttons to functions, allowing it to also properly mark the menu entries as checked or not, improving usability
2022-08-26 15:25:17 -05:00
AzaezelX 4a7104e5ea fix TORQUE_TOOLS = off compilation 2022-06-13 12:38:08 -05:00
JeffR 70a9666cc3 Removes erroneous assignment of loaded state onto fallback assets when we fail to find an assetId by filename for image and shape assets
Fixed handling of TSStatics' materialSlot fields, where if the field has been changed, it properly loads the modified field and ensures the reskin action happens correctly.
Changed text on some context popup menu to better indicate the action Views loose files, not imports them
Makes the Loose File Viewer skip cached.dts files.
2022-05-25 00:12:12 -05:00
AzaezelX 0136af477f getAssetIdByFilename loaded state fix
getAssetIdByFilename should set the <type>Asset->mLoadedState = AssetErrCode::BadFileReference; so we know we're using a fallback
2022-04-10 17:29:55 -05:00