mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
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. |
||
|---|---|---|
| Engine | ||
| My Projects | ||
| Templates | ||
| Tools | ||
| .editorconfig | ||
| .gitattributes | ||
| .gitignore | ||
| .travis.yml | ||
| CMakeLists.txt | ||
| CONTRIBUTING.md | ||
| LICENSE.md | ||
| README.md | ||
Torque 3D
MIT Licensed Open Source version of Torque 3D from GarageGames
More Information
Pre-compiled Version
In addition to GitHub we also have a couple of pre-packaged files for you to download if you would prefer to not compile the code yourself. They are available from the downloads page on the wiki.