Fixed String -> StringTableEntry conversion in prefab file to correct corruption when setting the filename
Cleaned up message spam from the MaterialSlot fields on TSStatics
Added getter/setters for terrain file and assets
Removed unneeded exec of tools profiles for MainMenuGUI
Add logic to remove creators section of AB if in select mode
Fixed misc. messageBox invokes that were erroneously converted to 'toolsMessageBox'
Fix classname for NotesObject in AB Creator Entry
Fix issue where ConvexShapeEditor toolbar would hide after being seen once
Changed keybind for quick AB access from 'space' to 'shift space' to avoid input issues when typing in fields in some cases
Fixed default image assignments for River objects on foam/ripple/depth
Added handling for Material, Sound and Shape asset fields in Object Builder, and updated various objectBuilder class entries to utilize them now.
Updated various fields' defaults for ObjectBuilder to utilize correct assetId's
Fixed editor SceneTree tooltips for TSShape and GroundCovert to correctly reference assets as needed
Added logic to properly check terrain asset validity when prompting to save changes, which would break saving actions before
Added menubar items in the Object category to take control and release control of control objects quickly for testing
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
Also shifts terrain data importing into the new terrain asset window instead of separate in the File menu
Also removes redundant loadMaterials call that caused duplicates in the Terrain Painter material list
Add reporting of used assets to tsStatics and TerrData
When saving a Scene, it will write static object asset dependencies to it's levelAsset
Shifted level loader logic to pass up the levelAsset rather than full level path
Made it so when level is loading, the levelAsset loads its dependencies. When the level is ended, as part of cleanup, they are unloaded
Shifts defaultEditorLevel to be an actual asset and made the ToolsModule load assets
Fixes the Save As action to correctly save out to the new level asset
Fixed the autoLoadAssets logic to be cleaner and not manually check types
Removed extra, unused DefaultEditorFile file
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 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.
while shifitng loop in _initSamplerNames to use sgMaxTerrainMaterialsPerPass. if folks absolutely require thier projects to contain terrain macromaps, they can unrem
FEATUREMGR->registerFeature( MFT_TerrainMacroMap, new NamedFeatureGLSL("TerrainMacroMap Deprecated")); // new TerrainMacroMapFeatGLSL);
//samplerNames.push_back("$macrolayerTex");
and
//samplerNames.push_back(avar("$macroMap%d", i));
as well as turn sgMaxTerrainMaterialsPerPass down to 2 entries on a given terrain subchunk before it requires another rerender of the terrain blended in with prior passes.