mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 03:33:48 +00:00
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
26 lines
No EOL
1.1 KiB
C#
26 lines
No EOL
1.1 KiB
C#
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function ToolsModule::onCreate(%this)
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{
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// ----------------------------------------------------------------------------
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// Initialize core sub system functionality such as audio, the Canvas, PostFX,
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// rendermanager, light managers, etc.
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//
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// Note that not all of these need to be initialized before the client, although
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// the audio should and the canvas definitely needs to be. I've put things here
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// to distinguish between the purpose and functionality of the various client
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// scripts. Game specific script isn't needed until we reach the shell menus
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// and start a game or connect to a server. We get the various subsystems ready
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// to go, and then use initClient() to handle the rest of the startup sequence.
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//
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// If this is too convoluted we can reduce this complexity after futher testing
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// to find exactly which subsystems should be readied before kicking things off.
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// ----------------------------------------------------------------------------
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ModuleDatabase.LoadExplicit( "MainEditor" );
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ModuleDatabase.LoadExplicit( "Tools_ObjectViewer" );
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}
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function ToolsModule::onDestroy(%this)
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{
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} |