Fixed creation of materialAsset from AB to properly generate companion script file
Fixed logic in project import that if we import in a legacy module script, we get rid of the newly generated one in favor of the old one
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
Added asset import conflict resolution option to prepend folder name
Cleanups of Project Importer and fixed importing of material and terrain materials, specifically, fallbacks in the event they are unnamed to utilize the mapTo and internalName fields, respectively
Fixed typos in guiTerrainMaterialDlg
Added AssetBrowser button to GuiEditor
Improved FileObject's PeekLine function to be able to peek forward further via an optional lineOffset argument
Processed core, tools and default modules to utilize assets
Converted all console types that were string based, such as TypeImageFilename to utilize const char*/the string table, which avoids a lot of type swapping shenanigans and avoids string corruption
Removed unneeded MainEditor mockup module
Removed some unused/duplicate image assets from the tools
Adds _ORM and -ORM suffixes for PBR-ORM map import rule
Tweaks naming convention for IgnoreNode/Meshes and ImportNode/Meshes to be clearer via the prefix 'Always'
Fixes a token typo in suffix parsing, and adds \t to token deliniation for all suffix parsing to asset importer
AssetImporter::validateAsset make sure the modelDef looked for is valid
AssetImporter::importShapeAsset had a stray +"_"+embeded in it when it came to stitching togeather filenames and extentions
Adds handling for finding material asset akin to shape and image assets
Updates the material asset inspector field to follow the current standard
Updates prototyping material assets to correctly have materialDefinitionName assigned
Fixed material asset import step to properly assign materialDefinitionName
Fixed typo in material editor icon name
Added logic to editAsset function call so it can also parse assetIds
Changed DefaultEditorLevel to utilize FloorGray material
Adds proper NoMaterial asset for fallback purposes
Fixed warning about use of invalid function 'setEnabled' instead of 'setActive'
Fixed formatting of a schedule call in ExmapleGameMode
Fixed EditorOpenMission logic to correctly get and use levelAsset
Removed unneeded continues from menuInputButtons' refresh()
Updated settings.xml to have sorted order for future consistency
Re-enables logic for looking up existing material(generally just for in-place autoimport) and creates the material asset off of that. Also adds logic to look up the mapTo if it exists if the material name lookup fails.
Adds initial pass at re-enabling the sis file support for shape importing. In the event the UseManualShapeConfigRules setting is disabled(which it is by default) it will try and find the matching sis file and apply the rules from that to the config. Once the processing/import is done on the shape, the cached values of the main config are restored again.
Adds initial fbx.sis file. Needs to have the fields standardized to the config names.
Adjusts references to utilize getImagePath to ensure things using the image asset gets the proper full path
Adjusts image import logic to import finding associated images
Adds logic so if a roughness map is imported, the generated material asset has the invertSmoothness flag on.
Updated choose level UI to use getLevelPath function so it works again
Added a check for mis.dso for choose level UI as well in case it was compiled
Updated open asset in shape editor logic to use getShapeFile so it works again
Fixed on-exit crash after drag-n-drop importing of assets into the AB by properly using the import config object as a pointered object
Added sanity check when inspecting a TSStatic, if there isn't a materials inspector group for whatever reason to prevent a crash
Added filter logic so if in select mode for a specific asset type, it won't show datablocks, prefabs or other loosefiles
Removed unneeded setting of AB's current address path when creating a new terrain material asset
Added logic for forcing field validation in the create a new asset window. This fixes a problem where if you'd typed in a field but didn't hit enter and then immediately hit the done button, the typed string wasn't used.
Fixes select mode for the Asset Browser to properly filter to the selecting type
Fixes the imageType in the asset import window inspector to properly set to the importing image asset's discovered type if valid
Fixes AssetBrowser asset selection return so it returns back a valid assetId
Fixes TerrainMaterial save crash by ensuring we fill in the diffuseMapAsset
Removes saving of TerrainMaterial being saved to a generic script file if one isn't found for an existing TerrainMaterialAssets
Fixes name handling when finding associated image files on materials
Makes parseImageSuffix return back the case-correct suffix given the image's filename
Fixes import session reset logic to not have infinite looping happen when activated if files are in the session still(used mainly when import config is changed)
Makes sure materials are not processed if they are found in the import config's ignoreMaterials list
Makes sure active import config is properly on importer when it's changed in the Import window
Tweaked asset browser folder filtering logic so it always rejects .git folders from displaying, and also made the core, tools, cache and shaderCache filtering behavior consistent
Fixed navigation of root-level folders if double-clicking on them through the main window
Ensured import session is reset after an import happens so no extra files are left over in the importer's list
Fixed autoAssetImport so it properly cleared any prior import session objects
Added beginning and ending comment line signfiers to make import logging easier to spot in console
Fixed variable used when doing the actual import on assets where it would use the top-level asset import objects and not the children array, causing a crash
Fixed the Make Selected A Mesh logic to work with the creation of a new shapeAsset
Added secondary handling to generate a prefab of the original selection for preservation purposes
Added optional input for makeSelectedPrefab to not delete the original selection(useful for the preservational prefab mentioned above)
Adjusted font color for NA text edit fields to make it more legible
Changed the non-working reloadDatabase button in assetBrowser to instead open the Asset Editing editor settings page.
Fixed sizing issue for material asset ptr fields
Fixed type of comment in Particle Asset
Hooked GLSL and HLSL shader files to be proper asset loose files for PostEffectAsset
Adjusted some default values for default ImportConfig
Corrected field type of multiple fields for the importConfig
Corrected loading of PopulateMaterialMaps config setting from config file
Corrected field types of multiple fields for AssetImportObjects
Exposed several utility fields for the Importer to script
Added ability to create an AssetImportObject in script and add it to the Importer's current session
Ensured stable naming behavior(replacing spaces, -, and . in names with _
Improved getAssetTypeByFile logical lookup so it doesn't accidentally grab cached.dts files
Added ability to hard reset an import session, wiping all inbound files for a full reset
Added ability to process DTS files to shape import so it can parse out content such as materials for associated asset imports
Added better handling for shape materials that are just colors
Added callback hook-in so if the importer doesn't have a defined function for importing a given asset type, it'll try calling down into the editor
Stabilized imageAsset processing logic when generating a material for it
Improved imageType lookup/processing logic in Importer
Improved logic for binding in associated image files to materialAssets
Improved logic for processing shapes to get related materials and images, ensuring better likelyhood of finding and associating related assets
Cleaned up validation logic
Added ability to properly look up the editor's default import config if it's set to be used for autoimport
Improved handling of originalFilePath logic, so if it's an in-place import, it doesn't bother populating the field
Set default UP axis value on shape importing to ensure better default behavior
Fixes the terrain asset creation, makes the loading logic go through the asset auto-import behavior when a filename or assetid is bound that is not found.
Corrects terrain material binding to properly save and load
Makes the terrain asset inspector fields work as expected.
Changed originalImportingAssets to originalImportingFiles in the AssetImporter for naming clarity
Made autoImportFile properly return the assetId that was made
Additional logging in the AssetImporter
Adjusted the asset registration logic to support reimports, which merely refreshes the assetID
Added logic to shape asset importing to be able to import in an existing companion constructor cs file
Tweaked the TSStatic setShapeName logic so it will properly set fields depending on if the assetID was correctly set, or if we have the noShape fallback in use