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.
1) relies on https://github.com/Areloch/Torque3D/pull/99 for modular resolvers (re-included for ease of testing)
2) adds a new module::onServerScriptExec(%this) callback executed after datablock transmission
3) bypasses DB transmission in favor of a straight file read if the resulting network data would (via CRC compare) match what a client already has saved off under data\cache\<client or server>
Added navigation history to AB, as well as ability to navigate via forward and backward buttons and breadcrumb buttons
Added folder 'asset type', allowing you to create, rename, delete and move folders via the asset browser for better organization
Adjusted various behaviors to work with the address-driven navigation/organization of the AB
Expanded visibility options for the AB and integrated them into editor settings so they are retained
Added Search field for searching the folder structure, in addition to the existing preview tiles search
Adjusted drag-n-drop behavior of the platform code so it accepts dropping folders
Added ability to dump active PostEffects list to see what is currently running
Added ability to mark specific items in GuiTreeViewCtrl as hidden
Made reflection probe bounds boxes translucent rather than wireframe to improve editing visibility
Added expanded loose file references to LevelAsset for common companion files like decals and posteffect scrips
Added editor setting for Editor Layout Mode, allowing you to set the editor into 'Modern' layout.
Added editor settings to set default import config ruleset, and also ability to set auto-import. If both of these are set, then as long as the importing assets have no errors, they will auto-process and the user doesn't need to manually check and confirm them via the asset import window
Added new import config rule: AlwaysPresentImageMaps so it will add entries for the regular map inputs on a material, even if they weren't actually found
Disabled a number of inactive popup menu items
Added Create New Module to normal add asset popup for more obvious/simplified use-flow
Adjusted the editor loading logic so it will properly display the loading splash to inform loading is happening instead of just lagging
Adjusted the assimp shape loader code so if it doesn't find a texture, and thus just sets a material value as the material color, it has a more parsable formatting
adds an unRegisterDatablock to remove a given "relativePath / file" from the list
sets up an automatically-cleaned ExecFilesList ArrayObject following a similar pattern, and executed for each callOnModules call, so that for instance all module::initServer(%this) entries are parsed, %this.queueExec feeds the vector, and opon completion of gathering the list, all are then executed in module-dependency order
Temporarily disabled wsNormal addition when we have no defined normal map until it's finished being integrated
Fixed the structure for the lighting/probe shadergen logic in GL so it generates correctly, resolving a crash on unix machines.