AzaezelX
4eae51992e
shapes are optional for projectiles. not mandatory.
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and stop yelling in the console mid way through loading.
2025-07-07 16:49:56 -05:00
AzaezelX
e8ccb3443a
try to load shapes during preload
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it's half the point of the protocol
2025-07-06 19:51:55 -05:00
marauder2k7
ff442f5230
keep same naming
2025-06-20 17:13:20 +01:00
marauder2k7
fd7342668c
streamline shape asset
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shape asset now has the same import "@" as image asset
cut out extra filename parameters that arent needed
refresh hopefully fixed
2025-06-20 15:58:20 +01:00
marauder2k7
542563feaf
Update ShapeAsset.h
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fix linux and mac being pedantic about NULL = 0
2025-06-19 17:32:09 +01:00
marauder2k7
08f52cfa16
add extra checks
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add extra checks around an empty stringtableentry for assets and bitmap controls
2025-06-19 16:58:44 +01:00
marauder2k7
5d641929cf
player and ground cover
2025-06-19 14:10:00 +01:00
marauder2k7
c6ec2fd6a1
Merge branch 'PreviewAssets_UseAsset' into SoundAsset_Refactor
2025-06-19 13:36:49 +01:00
marauder2k7
ca1604170d
initial commit
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change the macro to use the refactor (exact same structure as the imageasset macro)
2025-06-19 13:34:07 +01:00
marauder2k7
45f1447d2b
Update ImageAsset.h
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add check for if _in matches the filename that is already set for image asset, this stops the set being called twice when loading the same image asset
2025-06-19 07:53:32 +01:00
marauder2k7
794a8c900d
Update ImageAsset.cpp
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add change notification on intialize asset use this callback to update information about the image on refresh. Remove notification when the asset is removed and when the imagefile changes
2025-06-17 16:49:07 +01:00
marauder2k7
48b512ef73
move population of image metadata to onAssetRefresh
2025-06-17 15:06:07 +01:00
marauder2k7
3d77b59b71
Update assetImporter.cpp
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refresh asset so image asset can write out its image metadata
2025-06-17 14:57:18 +01:00
marauder2k7
67f217ada1
Update assetImporter.cpp
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asset importing for images shouldnt execute a file copy, original file path is enough as it is relative to exe
2025-06-17 12:20:47 +01:00
marauder2k7
fc9f221ac0
Prepend symbol for image files
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Prepend image filenames in imageassets with "@" symbol so expand and collapse works correctly for files relative to that asset.taml file.
2025-06-16 08:33:11 +01:00
marauder2k7
50f74368b3
various fixes around preview assets and imageassets text field
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Imageasset text field now displays correctly in inspector
previews now use assets again
assetBrowser hides previewCache folder
2025-06-15 22:07:12 +01:00
AzaezelX
a3d2d13d39
remove stray methods.
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revisit loadedstate shortcutting of already loaded textures
2025-06-01 12:41:31 -05:00
JeffR
0e6c33f78a
Fixed gui editor drag and drop behavior for image, shape, and sound
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Ensure BitmapFile is given a proper default
2025-05-30 20:21:13 -05:00
JeffR
41957cb98f
Compares path and filename, excludes png in case the user swapped a dds for a png or the like
2025-05-29 16:06:04 -05:00
JeffR
029427d51c
Fixes imageAsset lookup so if we're looking up a full filename path, we compare the actual full paths
2025-05-28 23:23:08 -05:00
JeffR
8ed3bab44c
Re-added prefix handling for named texture lookups for image asset fields
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Changed render-out of shape preview images to use png
Added filter against previewCache folder
2025-05-28 17:47:23 -05:00
JeffR
0fa8b97f91
Reimplements ability to utilize direct file load alongside ImageAsset fields when utilizing the ImageAsset macros
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Updates Asset Browser generated preview images to not utilize full assets, but just the preview image files themselves
2025-05-27 17:12:03 -05:00
JeffR
bb7ee38bf4
- Reimplements autosave logic to handle levels, subscenes and terrains in a more consistent, reliable way.
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- Adds entry to RMB menu in Asset Browser to restore an asset to a backup copy taken from autosaves
- Adds reparent out-of-bounds objects button to SceneGroup inspector
- Adds ability to have SubScene have a different loading bounds from the actual subscene bounds, allowing load triggering to happen ahead of the bounds of the subscene itself
- Fixes asset importer handling of animFPS field to be the correct type
- Adds onInspect handling to GameBase allowing better handling for any game class type with editor integration
- Add getAssetLooseFileCount and getAssetLooseFile to AssetManager to be able to iterate over all loose files associated to an asset
- Add standard/default preload function def to forestItem
- Fixes handling of text placement on GuiIconButtonCtrl when text is set to the right
- Adds setGlobalCenter utility function
- Adds ability to set guiInputCtrl active state
- Matched util functions for tracking if left and right mouse buttons are down to EditTSCtrl alongside the existing middle mouse
- Add empty element sanity check to appMesh loader
- Add callback for GameBase when game is created
- Add default graphics options config for steamdeck
- Fix typo in assetImportConfig default
- Filters SceneGroup utility buttons in inspector to only show for relevent class types
2025-05-25 07:40:10 -05:00
JeffR
cac068d2c5
Adds the necessary ifdef flags to re-enable the ability to build with tools disabled
2025-05-17 18:41:15 -05:00
marauder2k7
a9240b87f4
Update assetImporter.cpp
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image asset importer was doubling up on the filepath.
2025-05-16 08:14:25 +01:00
marauder2k7
6870a040e2
purge assets and clear image
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image asset was missing a clear, passing a null value should clear the image asset and set it to null on materials.
2025-05-14 00:57:38 +01:00
marauder2k7
aa3f07e339
update macro
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Added get##name##File to macro that will check to make sure the asset is not null before getting the image file.
2025-05-14 00:30:47 +01:00
marauder2k7
a52069bbc5
processed material null ref
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processedMaterial was not checking to see if each asset was null before getting the image filename inside the call to _createCompositeTexture
2025-05-13 23:46:54 +01:00
marauder2k7
f86497434e
is named target
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clear out texHandles on teardown of imageAssets.
2025-05-12 22:17:01 +01:00
Brian Roberts
6cda97867c
Merge pull request #1452 from marauder2k9-torque/MEMORY-MANAGER-REFACTOR
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Memory Manager Refactor
2025-05-12 15:31:06 -05:00
marauder2k7
e1c01cd49a
Merge remote-tracking branch 'upstream/development' into imageAsset_refactor_rev3
2025-05-12 14:45:41 +01:00
marauder2k7
15ff382469
plugging found leaks
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LEAK from G:\GameDev\GithubRepo\Torque3D\Engine\source\console/consoleObject.h:686
- leak around props remaining after the const_cast free it up
LEAK around sound asset
- assetEnumNameConcat was creating a leak.
2025-05-12 11:50:16 +01:00
Brian Roberts
798936ebd2
Merge pull request #1325 from Areloch/Standardized_AB_AssetManagement
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Updates most of the handling of asset types to follow a more standardized type-registration system.
2025-04-29 13:19:50 -05:00
JeffR
f31acf774e
Adds handling for datablocks to be reloaded if the assets they utilize have their files directly edited.
2025-04-24 00:58:20 -05:00
marauder2k7
7c4d41ee21
Merge remote-tracking branch 'upstream/development' into imageAsset_refactor_rev3
2025-04-05 15:59:02 +01:00
AzaezelX
b299b54467
encapsulate tool-only code for levelassets
2025-04-02 15:38:43 -05:00
JeffR
5566f8a396
Updated handling of subscenes in assets to be it's own distinct definition to avoid parsing and detection issues, as well as fields to be handled distinctly between the types
2025-03-30 16:36:15 -05:00
JeffR
c2af4e578b
Merge branch 'Standardized_AB_AssetManagement' of https://github.com/Areloch/Torque3D into development
2025-03-30 15:03:43 -05:00
marauder2k7
774bd874b5
Update ImageAsset.cpp
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early out of generateTexture
2025-03-30 11:44:55 +01:00
marauder2k7
73ad92b757
review notes from Az
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Should render fallback for namedTarget if namedTarget fails
Add safety around namedtarget getTexture to stop assert
Missing assets should revert to fallback image and print a warning to console
Remove REFACTOR tag from all macros.
2025-03-30 11:22:42 +01:00
marauder2k7
b707b2e2b7
final rev
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add safeties to getters
getTextureBitmap/ functions to return member variable that is collected when the image is set
2025-03-28 15:32:16 +00:00
marauder2k7
bfe2401ebb
get image metadata
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adds ability to get image metadata without loading the texture
since we are using the getOwned parameter correctly now new assets must have the full path to the image file when being created
when the asset becomes owned again the image file path will be updated.
2025-03-28 11:14:21 +00:00
marauder2k7
db8c565416
ID10T issue
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we dont want both fileChanged and resourcechanged.... causes issues
2025-03-27 19:34:11 +00:00
marauder2k7
fc30d178af
fix asset refresh on materialAssets
2025-03-27 18:33:37 +00:00
marauder2k7
c025ea86b4
more cleanups
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cleanup the type removing the refactor tag
materialManager restored to its original state
2025-03-27 08:59:50 +00:00
marauder2k7
3b70689abc
clean out old macros
2025-03-26 21:16:43 +00:00
marauder2k7
7af992970a
Update ImageAsset.cpp
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update getAssetIdByFilename to also check the imageFile of the asset
This helps match filenames for assets created privately such as probe bakes and targets
2025-03-26 18:51:44 +00:00
marauder2k7
086db03bbc
Update ImageAsset.h
2025-03-26 15:42:26 +00:00
marauder2k7
f59ccc3f99
Update ImageAsset.h
2025-03-26 15:41:53 +00:00
marauder2k7
465c79f39d
Update ImageAsset.h
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update macros to share target functionality
add extra check to see if image asset exists.
2025-03-26 15:07:07 +00:00