Renamed current default import config to DefaultConfig
Updated Asset Browser UI layout.
Fixed sizing behavior for Edit Asset window
Fixed sizing behavior for Edit Module window
Implemented Collection Sets system
Implemented handling of non-asset loose files for AB
Initial handling logic for prefabs for AB
Updated Asset Importer to hook into C++ AssetImporter
Made Add Module window properly reset module name field when opened
Overhauled entire AB search system so it can use phrases and compound search logic
Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability
Updated Asset Preview Drag-n-drop to work with new previews
Begun initial work with Tags integration into AB - currently only works with datablock categories
Bugin initial work with Creator classes - currently only populates category lists, no items
Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found
Added ability to drag-n-drop datablocks from AB and spawn requisite object
Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position
Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now
Adjusted folder and asset search fields in AB to utilize placeholder text
Added logic when creating new module to prompt auto-populating common default folders
Shifted preview size to slider
Added logic to MenuBuilder so popup menus can utilize bitmap arrays
Added editor setting for if to display loose files in AB
Minor theme color corrections for some profiles
Added templated getObjectsByClass to Scene for easier engine-side polling of objects, including nested checks for subscenes
Proper init'ing of mGamemodeName in LevelAsset, as well as proper fieldType for mIsSubLevel
D3D11 added logic to handle scaling down of textures in cubemap arrays for lower texture resolution preferences
Added ability to collapse groups programmatically to GuiVariableInspector
Upped PSSM shadowmap max size to 4096
Caught GL deferred lighting/probes up to D3D11
Temporarily disabled forward lighting/probes on GL materials until conversion finished
Upped smMaxInstancingVerts to 2000 from 200 to support slightly more detailed meshes being instanced
Reordered project settings so they load ahead of core modules, so that core modules can actually use project settings
Established current preset file for PostFXManager to use for reverting
WIP logic for forcing probes to update as part of level lighting load step in loading process
Streamlined PostFXManager code, removing unnecessary/redundant files
Coverted HDR, Lightrays and SSAO and ExamplePostEffect to use new PostFX Manager/Editor paradigm
PostFX manager now enacts callbacks so that postFXs' can process their own settings as well as provide editor fields
Changed PostFX editor to work with new callbacks via using VariableInspector
Updated PostEffectAsset's template file so new PostFX's will now automatically register with the PostFXManager and have the needed new callbacks for integration
Made HDR on by default, removed enable field from editing
Made probe bake resolution a project setting
Updated many GL postFX shaders to have proper case for PostFx.glsl
Example module now loads ExampleGUI and ExamplePostEffect during init'ing
Removed unneeded autoload definitions from ExampleModule's module file
Fixed Graphics Adapter settings field to properly display as well as apply setting
Updated many referenced profiles in tools folder to use the Tools specific gui profiles to make theming more consistent
Fixed coloration of tools button bitmap to make theming more consistent
Updated a few theme settings for improved visibility with theme, particularly selected/highlighted text
Moved AssetBrowser field types to separated folder/files
Updated new module creation to properly utilize template file instead of overriding it with a programmatic script generation.
Removed unneded default autoload definitions from new modules
Added WIP for editing Module/Asset dependencies
Updated the PostEffectAsset to properly generate glsl and hlsl files from templates
Updated module editor window to display only necessary fields
Added WIP of TerrainAsset
Added shaderCache gitignore file so folder isn't lost
WIP mode of guiSliderCtrl to be a filled rectangle instead of a textured UI
Fixed bug with guiTextEditCtrl losing focus updating history passing malformed strings
Updated WIP options menu
Editor/Project settings WIP
Updated editor theme to be consistent, and feed off the editor settings
Updated popup menus to reference renamed profiles
Added more in-progress modules for examples/stress testing