Added logic to forcefully acquire newly imported asset definition to better try and ensure it's loaded immediately after import
Added logic to asset importer so if a file is not found for an importing material asset, if populate maps is on, then it will try and find a matching image asset in the destination module
Added logic to tsStatic to better handle fields being updated via the editor, forcing updates and refreshes of the shape and materialSlots
Fixed handling of guiBitmapButtonCtrl so it will update the bitmap used when edited via the Gui Editor
Updated image ref to the hudFill image asset for the console GUI
Cleaned up names for the default camera model/material
Defaulted import config to utilize the Prune action instead of rename for more predictable default behavior
Added icons next to AB's preview slider bar for additional visual feedback of slider intent
Added missing checkbox to asset import window and cleaned up scaling behavior
Fixed handling of drag-n-drop behavior in GUI editor so it doesn't block further interaction
Added logic for drag-n-drop of image assets to GUI Editor so it will create a GuiBitmapCtrl with the image
Added handling for drag-n-drop import of folders of assets to AB/Asset Import
Added missing asset import config option to indicate if config supported import of sound assets
Added logic when opening asset import config editor, where if there is a default import config set in the settings, it will open that one by default
Hid the collision section of the import config editor, as those options are currently unutilized
Improved behavior for Create New Folder window in the AB, now always pushing to the front, and also selecting the text by default, so the user can just start typing the new name
Also added return and escape key accelerators to Create New Folder window for better UX
Fixed display of editor windows, adding a distinct blue color to highlighted windows' title bar and fixing display of minimize/maximize/window/close buttons
Moved GUIEditor's onControlDropped function to the AB script to match placement of sibling world editor function
Fixed issue with material editor where the ORM Config map slot was getting the normal map instead of the correct ORM map
Added import config handling for prepending Directory to asset name
Added handling for import config of appending a sound suffix
Integrated handling of directory prepend and asset type suffix to rename issue resolution of asset importing
Corrected miswording of warn message for duplicate object names
Correct GUI issues with verve tools
Convert verve tools to utilize assets for their GUI elements
Fix window binding/naming issue depending on window mode for verve
Fix popup menus formatting for verve
WIP fix for material swap in Material editor. Corrects crash, but swap action is unreliable depending on object type
Fix display issue with mission area editor toolbar button image
Fix tooltip display of SFXEmitters in editor tree to correctly show the bound asset
Changed network graph accelerator keybind from just N to Ctrl N to avoid keybind issues when typing
Fixed Create New Emitter button in particle emitter that was showing as no texture
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
Fixed autoAssetImport so it properly cleared any prior import session objects
Added beginning and ending comment line signfiers to make import logging easier to spot in console
Fixed variable used when doing the actual import on assets where it would use the top-level asset import objects and not the children array, causing a crash
Fixed the Make Selected A Mesh logic to work with the creation of a new shapeAsset
Added secondary handling to generate a prefab of the original selection for preservation purposes
Added optional input for makeSelectedPrefab to not delete the original selection(useful for the preservational prefab mentioned above)
Adjusted font color for NA text edit fields to make it more legible
Changed the non-working reloadDatabase button in assetBrowser to instead open the Asset Editing editor settings page.
Renamed current default import config to DefaultConfig
Updated Asset Browser UI layout.
Fixed sizing behavior for Edit Asset window
Fixed sizing behavior for Edit Module window
Implemented Collection Sets system
Implemented handling of non-asset loose files for AB
Initial handling logic for prefabs for AB
Updated Asset Importer to hook into C++ AssetImporter
Made Add Module window properly reset module name field when opened
Overhauled entire AB search system so it can use phrases and compound search logic
Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability
Updated Asset Preview Drag-n-drop to work with new previews
Begun initial work with Tags integration into AB - currently only works with datablock categories
Bugin initial work with Creator classes - currently only populates category lists, no items
Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found
Added ability to drag-n-drop datablocks from AB and spawn requisite object
Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position
Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now
Adjusted folder and asset search fields in AB to utilize placeholder text
Added logic when creating new module to prompt auto-populating common default folders
Shifted preview size to slider
Added logic to MenuBuilder so popup menus can utilize bitmap arrays
Added editor setting for if to display loose files in AB
Minor theme color corrections for some profiles