SceneObject now defaults to a category of "misc"
getCategoryOfClass now checks parent classes for what categories they hold so that variants can inherit
categories are in one of a few rough groups and subgroups depending on actual mapper needs/usages
typehints operate as an additional label for a given class in the inspector, allowing one to specify what class-entry to use as a tag
examples: Prefab displays prefab filename
TSStatic displays the used shape asset name
SFXEmitter displays the played sound asset
GameBase derivatives display the datablock used
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
Add reporting of used assets to tsStatics and TerrData
When saving a Scene, it will write static object asset dependencies to it's levelAsset
Shifted level loader logic to pass up the levelAsset rather than full level path
Made it so when level is loading, the levelAsset loads its dependencies. When the level is ended, as part of cleanup, they are unloaded
Shifts defaultEditorLevel to be an actual asset and made the ToolsModule load assets
Fixes the Save As action to correctly save out to the new level asset
Fixed the autoLoadAssets logic to be cleaner and not manually check types
Removed extra, unused DefaultEditorFile file
Added new inspector type TypeShapeAssetId which is processed as a assetId string instead of an AssetPtr.
Added utility function to ShapeAsset to getAssetIdByFilename, which lets you find - if any exist - the asset that utilizes a given loose file. If it doesn't find one, it can attempt to run an auto-import if the editor settings allow, then proceed.
Fixed callback of the shapeAsset inspector fields so the Open in Shape Editor correctly binds the asset's shape to the editor for modification.
Added function to open a shapeAssetId in the shape editor to facilitate the above.
Added additional check to findShapeConstructor to look up the full path of the shape in the cases where a full path is provided instead of a local path. This prevents the shapeConstructor from not finding shapes that absolutely exist.
Added beginnings of Datablock representation in Asset Browser.
Fixed a few minor issues with asset auto import causing false positive errors, preventing Import or erroneous logging.
Fixed issue where editing of asset import configs didn't save.
Fixed logic of materials in asset browser so they will open in the material editor as expected.
Re-enabled AutoImport of assets editor setting by default.
Added logic to intercept TSStatic setting shape to try and utilize a shapeAsset if it can find a matching loose file
Added lookup logic for getting any textures inside collada files to streamline asset importing logic
Fixed modal behavior for Import config and import window
Initial implementation of loose file/legacy file importing
Adjusted Asset Browser and Asset Import refreshing behavior to queue to improve performance by avoiding multiple refreshes as well as potential infinite loops
Fixed volume visibility behavior
Fixed physics world viz toggle
Initial implementation of changeable TSStatic materials via material slots and drag and drop of material assets onto world editor from AB
Updated Volumetric Fog to support ShapeAsset for it's model data
Added cmake option to hide literal filename fields if the class supports asset fields for the same input
Added light viz modes to see diffuse, specular and detail lighting modes(currently just sun)
New raycast console function to return back material of hit object
Moved GameObject logic to SceneObject and started fixing up of editor behavior to allow any SceneObject to be converted into a GO, along with all supported behavior such as instance-template management and spawning GO via drag-and-drop from AB
Fixed inspector field tooltip text to be positioned in inspector footer properly again
Drag and drop of shape asset attempts to drop at raycast position now, instead of just at the camera ray position
Added asset loose files for editor and bake level files on level asset
Correct return of ConsoleGetType on TypeShapeAssetPtr
Adds shape asset support to TSStatic, now will support either raw shape file or ShapeAsset
Adds onInspect function behavior, so when object is inspected, it can do special editor behavior
Adds callback for when editTSCtrl is resized
Added editor setting to force the world editor sidebar(scene tree and inspector windows) to resize to fit to the right side of the screen automatically instead of float
If assimp loader encounters error, it's output into the console log
Makes root Data item in folder hierarchy tree in Asset Browser able to support right mouse popup menu action
Material and Shape assets now correctly base on current browsed folder
Material asset generation now more properly fills out common maps, as well as handles skipped dependencies better
More theme corrections
Updated TestGrid images asset defs to have proper loose file handling
enhanced-meshroad -- adds option for building top-surface-only PolyList.
polysoup-zodiacs -- Changes made for rendering zodiacs on polysoup objects.
groundplane-zodiacs -- groundPlane customizations for rendering zodiacs on them.
special-types -- defines type bits for interior-like and terrain-like types.
special-types -- defines a type bit for polysoup objects.
Also adds a 'Bake Selection to Mesh' option to the tools menu in the editor to export the selected mesh to a collada file, and then replaces the selection with a TSStatic.
engine: implements the capacity for tsstatic objects to allow themselves to use the reflector system in order to display runtime generated cubemaps.
script: defines a calibrated reflectordesc that reflects all object types within the space of approximately half stock veiwdistance
usage: cubeReflectorDesc = DefaultCubeDesc placed in a given object-insatnces entry that uses a material with a dynamiccubemap = true; flag.
immediate purpose: consistency of application of materials.
long term impact: tags steps required in order to associate a given runtime generated cubemap with an object-instance. in the future, this is likely to give way to an area-derived cubemap based on the accumulation volume tech developed by Andrew Mac, or a screenspace reflection.