Areloch
|
0fab2ebf54
Added fallback handling to MaterialAssets if the asset was found but the matDef was not
|
4 years ago |
Areloch
|
506621352c
Tweaks the MaterialAsset loading logic to continue to see if the matDefinition already points to an existing object(to avoid needlessly re-executing files over and over), but also validate other cases, and ensures that if we DO have an existing definition, we still process and load it in the asset itself properly.
|
4 years ago |
Robert MacGregor
|
1b6b803a20
* BugFix: Clear a lot of warnings and correct a few actual programming errors along the way.
|
4 years ago |
Areloch
|
adec6e7c74
Adds load status to MaterialAsset for if the Script file itself has been loaded, but the material itself hasn't yet been processed.
|
4 years ago |
Brian Roberts
|
0a150e342f
Merge pull request #545 from Areloch/AssetFileCaseSensitivityFix
|
4 years ago |
Areloch
|
cfe122f714
Enforces filename string case sensitivity for assets' internal filenames, which avoids the stringtable messing with the case preventing file name case sensitivity issues.
|
4 years ago |
Jeff Hutchinson
|
37dc8626f5
MacOS fixes
|
4 years ago |
Areloch
|
34f0f01cea
Adds console function to compare file modified times
|
4 years ago |
Areloch
|
c76c5f7ee1
Removed unneeded duplicate of blank sky skybox
|
4 years ago |
AzaezelX
|
b8eaefc21e
refactor new IsScriptFile method to be zip-safe
|
4 years ago |
AzaezelX
|
f185bef8a3
leverage isScriptFile
|
4 years ago |
Areloch
|
5525f8ecdd
Converts all game, gui editor, and system classes to utilize assets
|
4 years ago |
Areloch
|
c5cdba750e
Fixes some minor errors on MacOS regarding compiling in clang
|
4 years ago |
Areloch
|
8585278fe4
Adds autoimport logic for materials if the materialDefinition already exists
|
4 years ago |
Areloch
|
bf5b26f734
Assetifies MeshRoad, Decal Road, and the material slot of GroundCover
|
4 years ago |
Areloch
|
388a700a53
Implements material asset handling for GroundPlane object
|
5 years ago |
Areloch
|
8956559bfd
Various misc. tweaks and fixes based on static code analysis to minimize/fix memleaks, crashes, or other performance impacting code.
|
5 years ago |
Areloch
|
79ecc2f4a0
Updates the rest of the asset types to utilize separate expanded path variables to avoid breaking assetDef saving
|
5 years ago |
Areloch
|
a3d6afc197
Corrects lookup/in-place auto import logic for ImageAssets
|
5 years ago |
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
|
5 years ago |
Areloch
|
ae857faae2
Adds test shapes of Kork and SpaceOrc
|
6 years ago |
Areloch
|
82c74b4511
Merge branch 'VerveMergeWIP' of https://github.com/Areloch/Torque3D into development
|
6 years ago |
Areloch
|
ddfc416418
Expands/Cleans up a lot of the asset functionality, including management, file association, and creation/importing
|
6 years ago |
Lukas Joergensen
|
0fff33869c
Eliminate unnecessary uses of ConsoleMethod
|
7 years ago |
Areloch
|
ae5a43de70
Asset Browser initial implementation - Asset updates.
|
7 years ago |