Fixed modulePath not setting in some cases for project importer
Fixed not assigning drop and splash textures in precipitation
Fixed stringtable insert for sfxProfile
Added asset import conflict resolution option to prepend folder name
Cleanups of Project Importer and fixed importing of material and terrain materials, specifically, fallbacks in the event they are unnamed to utilize the mapTo and internalName fields, respectively
Fixed typos in guiTerrainMaterialDlg
Added AssetBrowser button to GuiEditor
Improved FileObject's PeekLine function to be able to peek forward further via an optional lineOffset argument
as discussed in the followup conversation to #500, seems like there's been a bit of command-drift since the writeup we were referencing to attempt consistentcy, so back to treating mac and nix differently on this front, looks like
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
* BugFix: Move several compiledEval declarations around to resolve ordering issues.
* BugFix: Experimentally remove the reference on an engineAPI template function to allow parameter types to match.
compresses void tc_spinloop() for both unix derivatives and apples to utilize pthread_yield_np();
mac only tweaks to Platform::getUserHomeDirectory() to return the ~/documents directory for parity with windows results
getWords("a b c d", 2); // "c d"
that turns into this inside the engine:
getWords("a b c d", 2, 1000000);
that code after parsing d goes string++ which passes over the null character. This now enforces that check. Found this with the new script interpreter...how this wasn't blowing up before is beyond me.
set the minimum range to draw a shadow to 25 units, and the max to 10k (context, default draw distance is 1k)
'double' the max texture size allowed to 8192^2 (was 4096^2) to allow folks to throw more machine at it if they really *really* wish to