Torque3D/Engine/source/gui/editor
Areloch f7b891442a Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 01:47:28 -06:00
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inspector Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path 2020-02-04 01:47:28 -06:00
editorFunctions.cpp Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
editorFunctions.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
guiDebugger.cpp Eliminate DefineConsoleMethod 2018-04-17 21:01:50 +02:00
guiDebugger.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
guiEaseViewCtrl.cpp Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy 2017-06-23 11:36:20 -05:00
guiEaseViewCtrl.h Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy 2017-06-23 11:36:20 -05:00
guiEditCtrl.cpp Merge branch 'development' into EngineAPI-Refactor 2018-12-09 14:48:50 -06:00
guiEditCtrl.h Direct3D11 Engine/source changes 2016-03-20 21:52:11 +10:00
guiFilterCtrl.cpp Merge branch 'development' into EngineAPI-Refactor 2018-12-09 14:48:50 -06:00
guiFilterCtrl.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
guiGraphCtrl.cpp Merge branch 'development' into EngineAPI-Refactor 2018-12-09 14:48:50 -06:00
guiGraphCtrl.h Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy 2017-06-23 11:36:20 -05:00
guiImageList.cpp Issue found with PVS-Studio: 2015-07-21 23:22:21 -05:00
guiImageList.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
guiInspector.cpp Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path 2020-02-04 01:47:28 -06:00
guiInspector.h @rextimmy fix for GuiWindowCtrl so they snap correctly again 2019-11-18 03:30:04 -06:00
guiInspectorTypes.cpp Merge branch 'development' into EngineAPI-Refactor 2018-12-09 14:48:50 -06:00
guiInspectorTypes.h Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy 2017-06-23 11:36:20 -05:00
guiMenuBar.cpp Fixes a crash that comes from toggling the editors on and off, then clicking a menubar item 2019-03-16 02:38:40 -05:00
guiMenuBar.h Fixes a crash that comes from toggling the editors on and off, then clicking a menubar item 2019-03-16 02:38:40 -05:00
guiParticleGraphCtrl.cpp Eliminate DefineConsoleMethod 2018-04-17 21:01:50 +02:00
guiParticleGraphCtrl.h Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy 2017-06-23 11:36:20 -05:00
guiPopupMenuCtrl.cpp Makes the graphics menu in the stock UI mostly functional again 2019-08-29 00:22:33 -05:00
guiPopupMenuCtrl.h Refactors the Popup menus and GuiMenuBars to remove unneeded duplication and platform-specific/deprecated code. 2017-11-11 01:21:48 -06:00
guiRectHandles.cpp Issue found with PVS-Studio: 2015-07-13 22:51:17 -05:00
guiRectHandles.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
guiSeparatorCtrl.cpp Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
guiSeparatorCtrl.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
guiShapeEdPreview.cpp cleaned up member::radius 2018-03-13 15:31:00 -05:00
guiShapeEdPreview.h Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy 2017-06-23 11:36:20 -05:00
popupMenu.cpp Removed unneeded deletion of asset definition in various asset deconstructors - was causing crash on shutdown when a new asset was made 2019-12-03 00:09:18 -06:00
popupMenu.h WIP corrections for drag-n-drop handling for cubemap and shape asset types 2019-11-24 06:52:34 -06:00