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Torque3D - Game Engine
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. |
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| My Projects | ||
| Templates | ||
| Tools | ||
| .editorconfig | ||
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| .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.