Torque3D/Templates/BaseGame/game/tools/assetBrowser/scripts
Areloch 0fab2ebf54 Added fallback handling to MaterialAssets if the asset was found but the matDef was not
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
2021-10-28 23:52:58 -05:00
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assetTypes Adds load status to MaterialAsset for if the Script file itself has been loaded, but the material itself hasn't yet been processed. 2021-09-19 01:01:47 -05:00
templateFiles Merge pull request #495 from JeffProgrammer/tsneo 2021-09-09 19:22:15 -05:00
addModuleWindow.tscript Adds handling for drag-and-drop import of files even if asset browser is not open. If world or gui editor are the active controls, then it will injest the incoming files and prompt what their destination module and path will be via a new popup window. After clicking OK, import continues into that destination. 2021-09-12 05:32:30 -05:00
addPackageWindow.tscript Improve handling of non-default script filenames 2021-01-19 21:32:31 +01:00
assetBrowser.tscript * [AssetBrowser] BugFix: Correct a case where creator categories may get shoved into the first module in the tree when entering asset select mode. 2021-10-17 18:21:29 -04:00
assetImport.tscript Adds handling for drag-and-drop import of files even if asset browser is not open. If world or gui editor are the active controls, then it will injest the incoming files and prompt what their destination module and path will be via a new popup window. After clicking OK, import continues into that destination. 2021-09-12 05:32:30 -05:00
assetImportConfig.tscript Added fallback handling to MaterialAssets if the asset was found but the matDef was not 2021-10-28 23:52:58 -05:00
assetImportConfigEditor.tscript Added fallback handling to MaterialAssets if the asset was found but the matDef was not 2021-10-28 23:52:58 -05:00
creator.tscript * [AssetBrowser] BugFix: Correct the inability to spawn assorted objects. 2021-10-11 20:12:32 -04:00
directoryHandling.tscript * [AssetBrowser] BugFix: Address an error where deleting directories may result in an infinite loop. 2021-10-25 17:58:24 -04:00
editAsset.tscript Merge pull request #495 from JeffProgrammer/tsneo 2021-09-09 19:22:15 -05:00
editModule.tscript Misc Quality of Life and Bug fixes 2021-08-28 18:51:27 -05:00
gameObjectCreator.tscript Improve handling of non-default script filenames 2021-01-19 21:32:31 +01:00
looseFileAudit.tscript Fixes some conversion mistakes in the scripts 2021-01-19 21:32:31 +01:00
newAsset.tscript Misc Quality of Life and Bug fixes 2021-08-28 18:51:27 -05:00
popupMenus.tscript Fixes some conversion mistakes in the scripts 2021-01-19 21:32:31 +01:00
profiles.tscript Add getScriptPath console function to GUIAsset 2021-09-10 02:13:56 -05:00
selectModule.tscript Misc Quality of Life and Bug fixes 2021-08-28 18:51:27 -05:00
selectPackage.tscript Parametrize script extension, default to 'tscript' 2021-01-19 21:32:31 +01:00
selectPath.tscript * [AssetBrowser] BugFix: Correct an error where on Linux the select asset path function would not list any directories. 2021-10-09 22:16:55 -04:00
setAssetTarget.tscript Adds handling for drag-and-drop import of files even if asset browser is not open. If world or gui editor are the active controls, then it will injest the incoming files and prompt what their destination module and path will be via a new popup window. After clicking OK, import continues into that destination. 2021-09-12 05:32:30 -05:00