Added default terrianmat definition for warning_material
Corrected separator-h image path for a few GUI controls
Corrected SelectAssetPathWindow reference so it focuses the window right
Changed new asset window to work with new Select Path window and address system
Added call to force AssetBrowser to load/initialize when the tools are initialized(ensures anything utilizing assets in other tools don't have reference issues)
Standardized drag-n-drop move behavior in the Asset browser so dragging onto the folder tree and a folder in the browser both behave more predictably
If import config is set to not allow importing with errors, then the Done button is disabled when errors are detected
Updated the example assettype file for the AB
Fixed up move/delete/rename behavior for folders in AB
Begun full standardization of move/delete/rename actions for other asset types in AB
Added standardized call for New Asset field fillouts by letting the asset types populate them
Moved terrain block creation to the standard create call so it can accept other normal fields like resolution
Updated the 'Do you want to create' terrain block prompts to generate the asset if yes, and if no it'll prompt to go find an existing terrain asset
Added placeholder image for terrain material asset for preview
Updated refresh behavior for terrain material assets so they properly populate on creation now
Added standardized functions to the directoryHandling class for folder/file manipulation
Corrected some warnMat image references
Added ability for assimp loader to ignore cached DTS shapes on demand when building shape data
Added assimp importer options to asset import config settings set
Moved variableInspector field types folder from tools/assetBrowser/scripts to tools/guis
getAssetDependencyFieldCount
clearAssetDependencyFields
addAssetDependencyField
saveAsset
Updated the saveAsset function for terrain block to utilize utility methods to ensure the terrain asset's material dependencies, so they will load properly.
This makes some tweaks to the engine to support this, specifically, it tweaks the hardcoded shaderpaths to defer to a pref variable, so none of the shader paths are hardcoded.
Also tweaks how post effects read in texture files, removing a bizzare filepath interpretation choice, where if the file path didn't start with "/" it forcefully appended the script's file path. This made it impossible to have images not in the same dir as the script file defining the post effect.
This was changed and the existing template's post effects tweaked for now to just add "./" to those few paths impacted, as well as the perf vars to support the non-hardcoded shader paths in the engine.
while not a major issue per-se, the sheer number of times the engine has to jump back in memory and backfill data in a given class can add up. First run of... many.,