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.
We found this in the setInventory standard module. in setInventory, %max was being set to empty string, but being compared to 0 during TorqueScript comparison ops. I knew to look in ConsoleValue's type conversion functions, as the interpreter internally uses ConsoleValues when working with torquescript variables under the hood. ConsoleValue is responsible for handling all type conversions on the fly as needed inside of the core interpreter logic.
Also adds a sanity check when applying the type suffix to see if it's already there to avoid needless doubleups
Fixes offsetting/positioning behavior on icon buttons to actually respect the icon position variable
Adds sanity checks to ensure we're not trying to utilize a in-process-of-deleting decoy dummy
Fixes handling of sliders in option menus to properly store and test unapplied values
Fixes handling of display device setting to properly store and test unapplied values
Adds additional logic to creation of shape and material asset previews to attempt to force-load dependencies to improve likelihood that they'll actually be loaded when we go to generate the preview.
Temp disables creating cubemap 'assets' via the RMB context menu in the AB
Updates the forest editor tooling to utilize the new sets, and adjusts the creation of new Brushes in the forest editor to have user select a target module first.
This ensures all a module's brushes are grouped into the new ForestBrushGroup class which auto-registers into the ForestBrushSet, thus allowing modules to have their own sets of brushes that automatically hook into the editor workflow.
Added utility method to prefab to be able to get the internal simGroup that contains it's children
Adjusted logic for mounting items in GuiShapeEdPreview to utilize assetIds for the shapes
Moved the Asset and AssetBrowser editor settings populate functions to the AssetBrowser script to better organize things
Fixed command usage for General, Player and Observer spawn point creator entries to use the correct callback commands
Fixed logic for creator callback commands that don't just route through the class name based structure
Added RMB context menu actions for opening asset file or folder locations in OS file explorer
Fixed lookup of animation assets when editing a shape's animations in the shape editor so it provides the assetId of the anim if it exists
Fixes handling of mounting in the shape editor so it utilizes assets and the asset browser like everything else
Makes GUIAssets exec scripts before the gui file to allow onAdd methods to work
Adds missing getForestPath and getNavmeshPath methods and updates asset move logic to utilize them
Added getGUIPath console function to guiAsset
Corrected console function documentation for getScriptPath in MaterialAsset
Added getter console functions to PostEffectAsset
Added getAnimationPath console function to PostEffectAsset
Fixes handling of mapto with the reskin usage when generating preview renders for ShapeAssets
Standardizes getShapeFile to getShapePath on ShapeAsset to better match formatting of other getters on assets
Adds sanity checking for getStringWidth to prevent crash if there's an issue with the font being ready at time of request(from Az)
Earlies out on rendering of impostors if it's the deferred bin to prevent unneeded duplicate rendering messing up results(from Az)
Fixed duplicate naming of quality levels on LightingQualityList
Added check so if _makePrettyResString is handed a 'human formatted' resolution string(as in, has <width> x <height> it can handle that properly
Shifted yes/no and on/off option lists to globals for ease and consistency of handling on options menu
Improves check for unapplied graphics options on options menu and applies them all at once
Add sanitizing of variable names so getVariable doesn't have issues when looking up array variables in optionsMenu logic
Adds better tracking of what options menu category is shown so refreshes don't reset it
Add better handling for changing resolution in options menu and getting it to apply properly
Adds better utility functions for setting bools vs optionsLists vs quality lists and updates options fields to use the most appropriate
Removes redundant setting of $pref::SFX::channelVolume vars in defaults.tscript
Removed unneeded extra logging from asset browser drag-n-drop actions
Adds item to RMB context menu in AB to regenerate preview images
Fixes move command for asset types(needed to properly reference the full path of the associated files) and added it for shapes, animations and terrains
Added logic so when the dropdown for selecting a target module on the Create New Asset window is changed, it forcefully updates the target path to point to the module to avoid erroneous paths being provided
Adds proper clamping of values to Forest Editor's brush size in the editor bar. Could be set to below 1 even though it would visually clamp to 1.
Temporarily disables fields and handling of 'open in Torsion'.
Fixes bad pixel in gui/images/tab_border.png which was causing it to fail to generate bitmap array properly
Makes the New GUI option from menubar in GUI Editor use same Create New Asset method as everything else
Disables access to the CubemapDesc reflector field in the material editor as it's not nominally used now in favor of probes
Adds proper loading of roughness and metalness fields in material editor
Fixes the default ReflectProbePreviewMat to use a better base DiffuseMap (No Material) rather than the occluder
Fixes disable display for some options in the advanced panel in the shape editor so they look more fitting to everything else
Adds check to avoid spam of markItem errors in the event requested tree item is invalid
Fixed remove material button and command in TerrainMaterial Editor
Fixes project import to comply to above change
Makes Material default mEffectColor to white instead of whatever default value it comes up with due to memset
Added utility functions to TerrainMaterialAsset for getting the material and fx material definitions
Fixed logical flaw with the initialization code that could cause the materialDefinition to be nulled in terrainmaterialassets
Fixed layer handling in GroundCover to properly work with TerrainMaterialAssets
Added logic to properly exit out of the onAdd in the event no internal name is assigned or if there is a collision. This prevents duplicates from appearing in the terr mat editor when creating a new material
Fixed issue where going from a creator item in the AB to selecting a particular asset type would break the filtering because select mode removed collections and creator items, changing all the item ids and breaking references.
Added sanity check to prevent attempting to acquire non-assets in the AB, such as creator entries, which would cause console spam
Added optional field to provide an override new asset name to the New Asset window
Added logic so in the event no FX Material is found when importing a terrain material, it will create a stub entry so it always has one defined
Added logic to handle situations where a terrain has a reference to an assetId, but the asset does not exist for whatever reason. Will prompt to create the missing asset, then continue on with the regular saving/editing process as normal
Fixed issue where the terrain material editor would try and reference the preview images being used in the display on the editor instead of the proper assetId itself