the basic articulable principle is the thicker and less translucent a given object is, the more it mimics standard solid objects. the more transparent, the less light bounces back since it continues on uninterrupted, casuing less backscatter.
Fixed broken refreshing of the mapping list in the menu when you remap an action to a key / button that is already being used. Got rid of unused / broken / redundant functions in this script.
Updates groundCover to utilize TerrainMaterialAsset macros in place of straight StringTableEntry for type layers
Fixes formatting for several asset types' inspector fields so they correctly call down into prompting the AssetBrowser being shown with correct field naming, thus allowing fields that are arrays to have the right index when setting the target variable
Updates several asset helper macros to handle blank values for network traffic to actually be sent to client, thus allowing setting an asset to blank on the client, rather than only falling back
multiple preloads were failing to return false or mesages on failure of mandatory entries.
clear out redundant isScriptFile definition
fix default order of /scripts/managedData script files
- Updates addSequence for the TSShapeConstructor so it can properly understand if it's handed an assetId or not, and if it is, stores that as the source data for use later
- Has the added benefit of ensuring no erroneous double-ups of data causing accidental overwrites when saving the shapeConstructor because it thinks the data 'changed'
- Fixed saving of new added sequences in shape constructor to properly trip whitespace
- Adds ability to manually trigger a ShapeAsset to load the shape data
- Adjusted the logic for getting a shape/animation asset's constructor when adding a new sequence to avoid false reporting of no constructor existing(by manually loading it)
- Fixed formatting on ShapeEd Anim window to properly scale
- Added onWake calls for the ShapeEd select and properties windows to better prep them position/extents-wise so they should behave more consistently
- Fixed issue of Not closing material editor if it was opened via the Edit Selected Material button in the ShapeEd
- Fixed issue of highlighting of material not going away when ShapeEditor is closed
gui padding is a >=0 element
guitabbookctrl.selectedPage defaults to -1
shape editor triggers derived from textrows must ensure they are actually loking aty an entry. -1 is the return value of" not found"
- Updates the position/extent of most of the labels and fields so they no longer cut off or overlap
- Added a new button for explicitly added sequences based on existing sequences. This lets the Add Sequence button be exclusive for adding in new sequences from external assets improving stability and making the general behavior more consistent
- Adding new sequence now prompts a window to pre-fill data like the sequence name, source sequence name and start/end frames
- Made the shapeConstruct handle the adding of sequences handle the lookup of external assets consistent to the rest of the engine
- Fixes name presentation for ShapeAnimationAssets in AB
- Adds separate dropdown for the sequence properties section for picking the desired source sequence name. This makes it possible to pick an external animation source AND the internal sequence name via the UI, instead of needing to script it by hand
- Fixed saving behavior to properly restore the playback thread
- Fixed saving behavior to not needlessly save the asset def when editing sequences but before you clicked the save button
- Made it so clicking the Assets tab in the select window opens the AB, but re-selects the Scene tab so you're not fighting which tab is selected
- Adjusted positioning defaults of all the windows so be more standard
- Fixed openShapeInShapeEditor behavior
allow a textureCoordCount to be used raw when texrows and coumns are not >1 in order to let the transmitted vector actually be used
correct and augment editDecalDetails to now read
DecalEditorGui.editDecalDetails( %this.instanceId, %pos, %tan, %size, %uvID );
it needed the word split to begin with, and also added the uvID for instance frame tracking/overriding
same token added a getDecalFrame(%this.instanceId); method
todos: add a frame lookup and selector for the instance tab, modify decal display to account for non-square uv portions
ensure if an input file contains mesh data *and* an animation, thats a dts, if it's *just* an armature, that's dsq
also fix shapeanimation tooltip display
and for furutere utility, TSShape::isShapeFileType(Torque::Path filePath); is now static since it only requires a path, not an object instance per-se
ensure the initial position of the controller object starts at spawnLocation's position rather than relying solely on settransform to ensure at no point would a controllable touch an origin subscene unintentionally