Shifts integration of other modules with the OptionsMenu so other modules can inject their own options categories to a callOnModules hook
Updated ExampleModule to use new options menu integration angle to show example option
Deleted unneeded dropdown_textEdit_image asset def from baseUI
Fixed incorrect internal values for the terrainIcon_image asset def that made it present as a redundant terrain material asset
Cleaned up old, bad loadFilters calls and replaced them with the proper refresh() calls.
Removed old, bad calls for jumping through the asset browser's tree from when it was still hardcoded organization, which cuts down a lot of error spam
Cleaned up some of the asset type's preview image assignment code to be more reliable
Made terrain materials now use a similar preview proxy shape as regular materials
Fixed erroneous duplicate GuiInspectorTypeShapeAssetPtr::onControlDropped, which was breaking drag-n-drop actions of shapeAssets into inspector fields
Added proper logic for drag-n-drop actions of imageAssets into inspector fields
Add sanity check after creating new asset to avoid redundant attempts at initialization of the new asset
Fixed ConvexShape Editor tooling so you can now use the UI to apply the selected material to the selected surface
Added tools menu to the menubar with the Project Importer entry so the PI can be launched from either tool
Implemented ability to drag-n-drop imageAssets onto MaterialEditor map fields and have it work
Implemented ability to drag-n-drop imageAssets onto TerrainMaterial Editor map fields and have it work
Made the TerrainMaterial editor dialogue have a non-modal background so you can interact with the editor as normal while it's up
Add sanity check to avoid attempting to mark EditorTree items if we couldn't find it's id
renamed BaseMap references in terrain material editor to diffuseMap for consistency
Adds utility functions to TerrainBlock to be able to replace names of materials in the terrain file, mostly used for importing legacy files
Adjusts terrainblock save asset logic to be able to save on a non-networked terrainblock such as when loaded temporarily on the server, for tooling purposes.
Changes handling of not-found terrain materials when loading a terrain block so it will create a dummy terrain material with the same name as the not-found, but set the texture as the Warning image, instead of thrashing the original material names data
Adds logic for testing newly imported terrain files' materials and if needbe, replacing them with the new terrain material asset ids.
Adds logic in the project importer for if a would-be level asset's name already exists, we attempt to slap a "Level" suffix onto it to sidestep collisions.
Changed LegacyImport config to try always adding shape suffix to help minimize probable naming collisions.
Fixed handling of mission file's MissionGroup defines by specially checking for MissionGroup objects and processing the line into a Scene() declaration instead.
Adds filetype handling of dsqs for importing
Improves logic checks to prevent incorrectly redundantly processing incoming assets for collisions, which could mark all assets as colliding instead of all but the first.
Adds better handling for assets marked as for dependency usage when importing
Improves rules for writing originalFilePath only if it's actually from an external directory, and the file actually exists to prevent polluting in redundant or garbage data
Fixes issue where MaterialEditor was not tracking the currently material assetId if the material was changed via the dropdown selector
Adds a sanity check to shapeAnimationAsset load so if the resource does not load properly it doesn't hard crash but instead logs the error and returns safely.
Also:
Fixes error spam about CreatorIconArray
Fixes error spam about duplicate uses of various materials
Converts a number of materials to be packed into the mat assets for cleanliness and preventing unwanted duplicate exec's
Removed some extraneous misconvert '.asset.taml' files
Fixes 'cannot compile shader' error when trying to use the viz modes
Fixed a some instances of guiControlProfiles not being actually defined
Fixed some instances of guiControlProfiles being duplicated
-Added: SkySphere a full sphere skyBox
-Change: ScatterSky now renders a dome instead of the top face of a cubeSphere
-Change: Creator now has skySphere
TODO: Simplify sphere creation
PossibleMethod: Add the sphere creation functions to one place to be shared around.
Fixed wrong variable preventing ImportConfig Editor from refreshing when selecting different configs
Standardized DefaultImportConfig's settings against Legacy Import setting, specifically collision resolution behavior and appending _mat suffix to materials
Also made the classname validity check happen on the other creation keyword types
Added logic so when processing an importing material definition that already has an asset, can handle it if the scriptPath doesn't have the extension in it already.
Adds handling for progrommatic new object delcarations where the class type is defined via () encapsulated code so the project import doesn't mangle it.
Updated all UI module controls to utilize a more standard structure with stack controls instead of the GameMenu ctrls, as well as more standardization of gamepad input handling