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
Fixed handling of convex shape editor's active and default materials
Fixed assignment of material for convex shapes via editor
Fixed material editor map assignment logic
Added utility function to detect possible duplicate files in project to ProjectImporter
Added conversion of legacy sky and water classes to importer
Fixed bufferLen issue with guiTreeViewCtrl
Fixed various inspector field editor button icons
Fixed drag-n-drop apply logic for material assets
Fixed up some convex shape editor material references
Fixed tools overlay gui profile opaqueness flag
Fixed uvEditor image asset binding/lookups
Fixed decal editor preview display
Fixed shape editor would you like to save your changes prompt
Added additional sanity check for bad material reference in tsMesh
Fixed saving of terrain asset when working in editor default level
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
Shifted every-frame RT allocation to be stored in advancedLightBinManager
Remove deprecated references to dynamicShadowMap in light materials
Updated spotLight shaders to remove deprecated dynamic shadowmap reference which was causing a crash when spotlights had shadows turned on
Added GLSL version of Viz_SurfaceProperties so it works on both APIs
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.
Added ability to override radio button behavior when selecting items in popup menus
Added ability to turn on rotation snapping as a setting, with SHIFT just inverting the rot snap mode
Implemented proper asset type filtering, complete with multiple type selection, and listing of active filters in AB footer. Selectable via visibility popup Menu
Moved asset preview button generation from code to template GUI file
added ability to move asset with drag-n-drop(Image asset only so far)
New AB folder icon
Properly link image asset fields to material asset if 'AlwaysPresentImageMaps' config setting is active
Added asset loose files for editor and bake level files on level asset
Correct return of ConsoleGetType on TypeShapeAssetPtr
Adds shape asset support to TSStatic, now will support either raw shape file or ShapeAsset
Adds onInspect function behavior, so when object is inspected, it can do special editor behavior
Adds callback for when editTSCtrl is resized
Added editor setting to force the world editor sidebar(scene tree and inspector windows) to resize to fit to the right side of the screen automatically instead of float
If assimp loader encounters error, it's output into the console log
Makes root Data item in folder hierarchy tree in Asset Browser able to support right mouse popup menu action
Material and Shape assets now correctly base on current browsed folder
Material asset generation now more properly fills out common maps, as well as handles skipped dependencies better
More theme corrections
Updated TestGrid images asset defs to have proper loose file handling