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Adds function for sceneObjects to report utilized assets
Add reporting of used assets to tsStatics and TerrData
When saving a Scene, it will write static object asset dependencies to it's levelAsset
Shifted level loader logic to pass up the levelAsset rather than full level path
Made it so when level is loading, the levelAsset loads its dependencies. When the level is ended, as part of cleanup, they are unloaded
Shifts defaultEditorLevel to be an actual asset and made the ToolsModule load assets
Fixes the Save As action to correctly save out to the new level asset
Fixed the autoLoadAssets logic to be cleaner and not manually check types
Removed extra, unused DefaultEditorFile file

Areloch 5 rokov pred
rodič
commit
40dd926873

+ 119 - 0
Engine/source/T3D/Scene.cpp

@@ -1,4 +1,5 @@
 #include "Scene.h"
+#include "T3D/assets/LevelAsset.h"
 
 Scene * Scene::smRootScene = nullptr;
 Vector<Scene*> Scene::smSceneList;
@@ -180,6 +181,93 @@ void Scene::unpackUpdate(NetConnection *conn, BitStream *stream)
 
 }
 
+void Scene::dumpUtilizedAssets()
+{
+   Con::printf("Dumping utilized assets in scene!");
+
+   Vector<StringTableEntry> utilizedAssetsList;
+   for (U32 i = 0; i < mPermanentObjects.size(); i++)
+   {
+      mPermanentObjects[i]->getUtilizedAssets(&utilizedAssetsList);
+   }
+
+   for (U32 i = 0; i < mDynamicObjects.size(); i++)
+   {
+      mDynamicObjects[i]->getUtilizedAssets(&utilizedAssetsList);
+   }
+
+   for (U32 i = 0; i < utilizedAssetsList.size(); i++)
+   {
+      Con::printf("Utilized Asset: %s", utilizedAssetsList[i]);
+   }
+
+   Con::printf("Utilized Asset dump complete!");
+}
+
+StringTableEntry Scene::getOriginatingFile()
+{
+   return getFilename();
+}
+
+StringTableEntry Scene::getLevelAsset()
+{
+   StringTableEntry levelFile = getFilename();
+
+   if (levelFile == StringTable->EmptyString())
+      return StringTable->EmptyString();
+
+   AssetQuery* query = new AssetQuery();
+   query->registerObject();
+
+   S32 foundAssetcount = AssetDatabase.findAssetLooseFile(query, levelFile);
+   if (foundAssetcount == 0)
+      return StringTable->EmptyString();
+   else
+      return query->mAssetList[0];
+}
+
+bool Scene::saveScene(StringTableEntry fileName)
+{
+   //So, we ultimately want to not only save out the level, but also collate all the assets utilized
+   //by the static objects in the scene so we can have those before we parse the level file itself
+   //Useful for preloading or stat tracking
+
+   //First, save the level file
+   if (fileName == StringTable->EmptyString())
+   {
+      fileName = getOriginatingFile();
+   }
+
+   bool saveSuccess = save(fileName);
+
+   if (!saveSuccess)
+      return false;
+
+   //Get the level asset
+   StringTableEntry levelAsset = getLevelAsset();
+   if (levelAsset == StringTable->EmptyString())
+      return saveSuccess;
+
+   LevelAsset* levelAssetDef = AssetDatabase.acquireAsset<LevelAsset>(levelAsset);
+   levelAssetDef->clearAssetDependencyFields("staticObjectAssetDependency");
+
+   //Next, lets build out our 
+   Vector<StringTableEntry> utilizedAssetsList;
+   for (U32 i = 0; i < mPermanentObjects.size(); i++)
+   {
+      mPermanentObjects[i]->getUtilizedAssets(&utilizedAssetsList);
+   }
+
+   for (U32 i = 0; i < utilizedAssetsList.size(); i++)
+   {
+      levelAssetDef->addAssetDependencyField("staticObjectAssetDependency", utilizedAssetsList[i]);
+   }
+
+   saveSuccess = levelAssetDef->saveAsset();
+
+   return saveSuccess;
+}
+
 //
 Vector<SceneObject*> Scene::getObjectsByClass(String className, bool checkSubscenes)
 {
@@ -251,3 +339,34 @@ DefineEngineMethod(Scene, getObjectsByClass, String, (String className), (""),
    //return object->getObjectsByClass(className);
    return "";
 }
+
+DefineEngineMethod(Scene, dumpUtilizedAssets, void, (), ,
+   "Get the root Scene object that is loaded.\n"
+   "@return The id of the Root Scene. Will be 0 if no root scene is loaded")
+{
+   object->dumpUtilizedAssets();
+}
+
+DefineEngineMethod(Scene, getOriginatingFile, const char*, (), ,
+   "Get the root Scene object that is loaded.\n"
+   "@return The id of the Root Scene. Will be 0 if no root scene is loaded")
+{
+   return object->getOriginatingFile();
+}
+
+DefineEngineMethod(Scene, getLevelAsset, const char*, (), ,
+   "Get the root Scene object that is loaded.\n"
+   "@return The id of the Root Scene. Will be 0 if no root scene is loaded")
+{
+   return object->getLevelAsset();
+}
+
+DefineEngineMethod(Scene, save, bool, (const char* fileName), (""),
+   "Save out the object to the given file.\n"
+   "@param fileName The name of the file to save to."
+   "@param selectedOnly If true, only objects marked as selected will be saved out.\n"
+   "@param preAppendString Text which will be preprended directly to the object serialization.\n"
+   "@param True on success, false on failure.")
+{
+   return object->saveScene(StringTable->insert(fileName));
+}

+ 7 - 0
Engine/source/T3D/Scene.h

@@ -62,6 +62,13 @@ public:
    void addDynamicObject(SceneObject* object);
    void removeDynamicObject(SceneObject* object);
 
+   void dumpUtilizedAssets();
+
+   StringTableEntry getOriginatingFile();
+   StringTableEntry getLevelAsset();
+
+   bool saveScene(StringTableEntry fileName);
+
    //
    //Networking
    U32 packUpdate(NetConnection *conn, U32 mask, BitStream *stream);

+ 43 - 0
Engine/source/T3D/assets/LevelAsset.cpp

@@ -330,9 +330,52 @@ void LevelAsset::setNavmeshFile(const char* pNavmeshFile)
    refreshAsset();
 }
 
+void LevelAsset::loadDependencies()
+{
+   //First, load any material, animation, etc assets we may be referencing in our asset
+   // Find any asset dependencies.
+   AssetManager::typeAssetDependsOnHash::Iterator assetDependenciesItr = mpOwningAssetManager->getDependedOnAssets()->find(mpAssetDefinition->mAssetId);
+
+   // Does the asset have any dependencies?
+   if (assetDependenciesItr != mpOwningAssetManager->getDependedOnAssets()->end())
+   {
+      // Iterate all dependencies.
+      while (assetDependenciesItr != mpOwningAssetManager->getDependedOnAssets()->end() && assetDependenciesItr->key == mpAssetDefinition->mAssetId)
+      {
+         //Force it to be loaded by acquiring it
+         StringTableEntry assetId = assetDependenciesItr->value;
+         mAssetDependencies.push_back(AssetDatabase.acquireAsset<AssetBase>(assetId));
+
+         // Next dependency.
+         assetDependenciesItr++;
+      }
+   }
+}
+
+void LevelAsset::unloadDependencies()
+{
+   for (U32 i = 0; i < mAssetDependencies.size(); i++)
+   {
+      AssetBase* assetDef = mAssetDependencies[i];
+      AssetDatabase.releaseAsset(assetDef->getAssetId());
+   }
+}
+
 DefineEngineMethod(LevelAsset, getLevelFile, const char*, (),,
    "Creates a new script asset using the targetFilePath.\n"
    "@return The bool result of calling exec")
 {
    return object->getLevelPath();
 }
+
+DefineEngineMethod(LevelAsset, loadDependencies, void, (), ,
+   "Initiates the loading of asset dependencies for this level.")
+{
+   return object->loadDependencies();
+}
+
+DefineEngineMethod(LevelAsset, unloadDependencies, void, (), ,
+   "Initiates the unloading of previously loaded asset dependencies for this level.")
+{
+   return object->unloadDependencies();
+}

+ 5 - 0
Engine/source/T3D/assets/LevelAsset.h

@@ -67,6 +67,8 @@ class LevelAsset : public AssetBase
 
    StringTableEntry        mGamemodeName;
 
+   Vector<AssetBase*>      mAssetDependencies;
+
 public:
    LevelAsset();
    virtual ~LevelAsset();
@@ -78,6 +80,9 @@ public:
    /// Declare Console Object.
    DECLARE_CONOBJECT(LevelAsset);
 
+   void loadDependencies();
+   void unloadDependencies();
+
    void                    setLevelFile(const char* pImageFile);
    inline StringTableEntry getLevelFile(void) const { return mLevelFile; };
    void                    setPostFXPresetFile(const char* pPostFXPresetFile);

+ 0 - 1
Engine/source/T3D/assets/TerrainAsset.cpp

@@ -221,7 +221,6 @@ bool TerrainAsset::loadTerrain()
 
             //Force the asset to become initialized if it hasn't been already
             AssetPtr<TerrainMaterialAsset> matAsset = assetId;
-
             mTerrMaterialAssets.push_front(matAsset);
          }
 

+ 6 - 0
Engine/source/T3D/tsStatic.cpp

@@ -1691,6 +1691,12 @@ void TSStatic::updateMaterials()
    mShapeInstance->initMaterialList();
 }
 
+void TSStatic::getUtilizedAssets(Vector<StringTableEntry>* usedAssetsList)
+{
+   if(!mShapeAsset.isNull())
+      usedAssetsList->push_back_unique(mShapeAssetId);
+}
+
 //------------------------------------------------------------------------
 //These functions are duplicated in tsStatic and shapeBase.
 //They each function a little differently; but achieve the same purpose of gathering

+ 2 - 0
Engine/source/T3D/tsStatic.h

@@ -286,6 +286,8 @@ public:
 
    bool isAnimated() { return mPlayAmbient; }
 
+   virtual void getUtilizedAssets(Vector<StringTableEntry>* usedAssetsList);
+
 private:
    virtual void   onStaticModified(const char* slotName, const char* newValue = NULL);
 protected:

+ 13 - 21
Engine/source/assets/assetManager.cpp

@@ -253,30 +253,22 @@ bool AssetManager::loadModuleAutoLoadAssets(ModuleDefinition* pModuleDefinition)
 
          if (assetDef->mAssetType == pAutoloadAssets->getAssetType())
          {
-            //TODO: this is stupid and ugly, need to properly automagically parse the class for registration
-            AssetBase* assetBase = nullptr;
+            String assetPath = assetDef->mAssetBaseFilePath;
+            assetPath.replace("//", "/");
 
-            if (assetDef->mAssetType == StringTable->insert("GUIAsset"))
-            {
-               assetBase = mTaml.read<GUIAsset>(assetDef->mAssetBaseFilePath);
-            }
-            else if (assetDef->mAssetType == StringTable->insert("ScriptAsset"))
-            {
-               assetBase = mTaml.read<ScriptAsset>(assetDef->mAssetBaseFilePath);
-            }
-            else if (assetDef->mAssetType == StringTable->insert("MaterialAsset"))
-            {
-               assetBase = mTaml.read<MaterialAsset>(assetDef->mAssetBaseFilePath);
-            }
-            else if (assetDef->mAssetType == StringTable->insert("GameObjectAsset"))
-            {
-               assetBase = mTaml.read<GameObjectAsset>(assetDef->mAssetBaseFilePath);
-            }
+            String autoLoadPath = pModuleDefinition->getModulePath();
+            autoLoadPath += "/";
+            autoLoadPath += pAutoloadAssets->getPath();
 
-            //load the asset now if valid
-            if (assetBase)
+            if (pAutoloadAssets->getPath() == StringTable->EmptyString() || assetPath.startsWith(autoLoadPath.c_str()))
             {
-               assetBase->setOwned(this, assetDef);
+               AssetBase* assetBase = dynamic_cast<AssetBase*>(mTaml.read(assetDef->mAssetBaseFilePath));
+
+               //load the asset now if valid
+               if (assetBase)
+               {
+                  assetBase->setOwned(this, assetDef);
+               }
             }
          }
       }

+ 2 - 0
Engine/source/scene/sceneObject.h

@@ -942,6 +942,8 @@ class SceneObject : public NetObject, private SceneContainer::Link, public Proce
    /// notification that a direct child object has been detached
    virtual void onLostChild(SceneObject *subObject);   
 // PATHSHAPE END
+
+   virtual void getUtilizedAssets(Vector<StringTableEntry>* usedAssetsList) {}
 };
 
 #endif  // _SCENEOBJECT_H_

+ 5 - 0
Engine/source/terrain/terrData.cpp

@@ -1420,6 +1420,11 @@ void TerrainBlock::getMinMaxHeight( F32 *minHeight, F32 *maxHeight ) const
    *maxHeight = fixedToFloat( sq->maxHeight );
 }
 
+void TerrainBlock::getUtilizedAssets(Vector<StringTableEntry>* usedAssetsList)
+{
+   if (!mTerrainAsset.isNull())
+      usedAssetsList->push_back_unique(mTerrainAssetId);
+}
 //-----------------------------------------------------------------------------
 // Console Methods
 //-----------------------------------------------------------------------------

+ 2 - 0
Engine/source/terrain/terrData.h

@@ -474,6 +474,8 @@ public:
    U32 packUpdate   (NetConnection *conn, U32 mask, BitStream *stream);
    void unpackUpdate(NetConnection *conn,           BitStream *stream);
    void inspectPostApply();
+
+   virtual void getUtilizedAssets(Vector<StringTableEntry>* usedAssetsList);
  
 protected:
    bool mIgnoreZodiacs;

+ 4 - 4
Templates/BaseGame/game/core/clientServer/Core_ClientServer.cs

@@ -60,11 +60,11 @@ function Core_ClientServer::onDestroy( %this )
 }
 
 //-----------------------------------------------------------------------------
-function StartGame( %mission, %hostingType )
+function StartGame( %levelAsset, %hostingType )
 {
-   if( %mission $= "" )
+   if( %levelAsset $= "" )
    {
-      %mission = $selectedLevelFile;
+      %levelAsset = $selectedLevelAsset;
    }
 
    if (%hostingType !$= "")
@@ -88,7 +88,7 @@ function StartGame( %mission, %hostingType )
       Canvas.repaint();
    }
 
-   createAndConnectToLocalServer( %serverType, %mission );
+   createAndConnectToLocalServer( %serverType, %levelAsset );
 }
 
 function JoinGame( %serverIndex )

+ 11 - 4
Templates/BaseGame/game/core/clientServer/scripts/server/levelLoad.cs

@@ -33,22 +33,26 @@ $MissionLoadPause = 5000;
 
 //-----------------------------------------------------------------------------
 //This is the first call made by the server to kick the loading process off
-function loadMission( %missionName, %isFirstMission ) 
+function loadMission( %levelAsset, %isFirstMission ) 
 {
    endMission();
-   echo("*** LOADING MISSION: " @ %missionName);
+   $Server::LevelAsset = AssetDatabase.acquireAsset(%levelAsset);
+   
+   echo("*** LOADING MISSION: " @ $Server::LevelAsset.LevelName);
    echo("*** Stage 1 load");
 
    // increment the mission sequence (used for ghost sequencing)
    $missionSequence++;
    $missionRunning = false;
-   $Server::MissionFile = %missionName;
+   $Server::MissionFile = $Server::LevelAsset.getLevelFile();
    $Server::LoadFailMsg = "";
+   
+   $Server::LevelAsset.loadDependencies();
 
    // Extract mission info from the mission file,
    // including the display name and stuff to send
    // to the client.
-   buildLoadInfo( %missionName );
+   buildLoadInfo( $Server::MissionFile );
 
    // Download mission info to the clients
    %count = ClientGroup.getCount();
@@ -163,6 +167,9 @@ function endMission()
    getScene(0).delete();
    MissionCleanup.delete();
    
+   if(isObject($Server::LevelAsset))
+      AssetDatabase.releaseAsset($Server::LevelAsset.getAssetId()); //cleanup
+   
   if ($Pref::Server::EnableDatablockCache)
     resetDatablockCache();
    DatablockFilesList.empty();

+ 6 - 6
Templates/BaseGame/game/core/clientServer/scripts/server/server.cs

@@ -93,9 +93,9 @@ function portInit(%port)
 /// create a local client connection to the server.
 //
 /// @return true if successful.
-function createAndConnectToLocalServer( %serverType, %level )
+function createAndConnectToLocalServer( %serverType, %levelAsset )
 {
-   if( !createServer( %serverType, %level ) )
+   if( !createServer( %serverType, %levelAsset ) )
       return false;
    
    %conn = new GameConnection( ServerConnection );
@@ -124,7 +124,7 @@ function createAndConnectToLocalServer( %serverType, %level )
 
 /// Create a server with either a "SinglePlayer" or "MultiPlayer" type
 /// Specify the level to load on the server
-function createServer(%serverType, %level)
+function createServer(%serverType, %levelAsset)
 {
    if($Game::firstTimeServerRun == true)
    {
@@ -135,7 +135,7 @@ function createServer(%serverType, %level)
    // working with the server session we think we are.
    $Server::Session++;
    
-   if (%level $= "")
+   if (%levelAsset $= "")
    {
       error("createServer(): level name unspecified");
       return false;
@@ -143,7 +143,7 @@ function createServer(%serverType, %level)
    
    // Make sure our level name is relative so that it can send
    // across the network correctly
-   %level = makeRelativePath(%level, getWorkingDirectory());
+   //%level = makeRelativePath(%level, getWorkingDirectory());
 
    destroyServer();
 
@@ -176,7 +176,7 @@ function createServer(%serverType, %level)
    // the server has been created
    onServerCreated();
 
-   loadMission(%level, true);
+   loadMission(%levelAsset, true);
    
    $Game::running = true;
    

+ 5 - 70
Templates/BaseGame/game/data/ui/guis/chooseLevelDlg.cs

@@ -51,6 +51,9 @@ function ChooseLevelDlg::onWake( %this )
    for(%i=0; %i < %count; %i++)
 	{
 	   %assetId = %assetQuery.getAsset(%i);
+	   
+	   if(AssetDatabase.getAssetModule(%assetId).ModuleId $= "ToolsModule")
+	      continue;
       
       %levelAsset = AssetDatabase.acquireAsset(%assetId);
       
@@ -93,53 +96,6 @@ function ChooseLevelDlg::onWake( %this )
    else
       LevelSelectTitle.setText("CREATE SERVER");
    
-   /*for (%i = 0; %i < LevelList.rowCount(); %i++)
-   {
-      %preview = new GuiButtonCtrl() {
-         profile = "GuiMenuButtonProfile";
-         internalName = "SmallPreview" @ %i;
-         Extent = "368 35";
-         text = getField(CL_levelList.getRowText(%i), 0);
-         command = "ChooseLevelWindow.previewSelected(ChooseLevelWindow->SmallPreviews->SmallPreview" @ %i @ ");";
-         buttonType = "RadioButton";
-      };
-
-      ChooseLevelWindow->SmallPreviews.add(%preview);
-      
-      %rowText = CL_levelList.getRowText(%i);
-
-      // Set the level index
-      %preview.levelIndex = %i;
-
-      // Get the name
-      %name = getField(CL_levelList.getRowText(%i), 0);
-
-      %preview.levelName = %name;
-
-      %file = getField(CL_levelList.getRowText(%i), 1);
-
-      // Find the preview image
-      %levelPreview = getField(CL_levelList.getRowText(%i), 3);
-
-      // Test against all of the different image formats
-      // This should probably be moved into an engine function
-      if (isFile(%levelPreview @ ".png") ||
-          isFile(%levelPreview @ ".jpg") ||
-          isFile(%levelPreview @ ".bmp") ||
-          isFile(%levelPreview @ ".gif") ||
-          isFile(%levelPreview @ ".jng") ||
-          isFile(%levelPreview @ ".mng") ||
-          isFile(%levelPreview @ ".tga"))
-      {
-         %preview.bitmap = %levelPreview;
-      }
-
-      // Get the description
-      %desc = getField(CL_levelList.getRowText(%i), 2);
-
-      %preview.levelDesc = %desc;
-   }*/
-   
    ChooseLevelButtonHolder.setActive();
 }
 
@@ -184,28 +140,7 @@ function ChooseLevelDlg::addMissionFile( %this, %file )
 
 function ChooseLevelDlg::addLevelAsset( %this, %levelAsset )
 {
-   %file = %levelAsset.getLevelFile();
-   
-   /*%levelName = fileBase(%file);
-   %levelDesc = "A Torque level";
-
-   %LevelInfoObject = getLevelInfo(%file);
-
-   if (%LevelInfoObject != 0)
-   {
-      if(%LevelInfoObject.levelName !$= "")
-         %levelName = %LevelInfoObject.levelName;
-      else if(%LevelInfoObject.name !$= "")
-         %levelName = %LevelInfoObject.name;
-
-      if (%LevelInfoObject.desc0 !$= "")
-         %levelDesc = %LevelInfoObject.desc0;
-         
-      if (%LevelInfoObject.preview !$= "")
-         %levelPreview = %LevelInfoObject.preview;
-         
-      %LevelInfoObject.delete();
-   }*/
+   %file = %levelAsset.getAssetId();
    
    %levelName = %levelAsset.LevelName;
    %levelDesc = %levelAsset.description;
@@ -224,7 +159,7 @@ function LevelList::onChange(%this)
    ChooseLevelWindow->LevelName.text = getField(%levelEntry, 0);
    
    // Get the level file
-   $selectedLevelFile = getField(%levelEntry, 1);
+   $selectedLevelAsset = getField(%levelEntry, 1);
    
    // Find the preview image
    %levelPreview = getField(%levelEntry, 3);

+ 1 - 1
Templates/BaseGame/game/tools/Tools.cs

@@ -16,7 +16,7 @@ function ToolsModule::onCreate(%this)
    // to find exactly which subsystems should be readied before kicking things off. 
    // ----------------------------------------------------------------------------
    
-   ModuleDatabase.LoadExplicit( "MainEditor" );
+   //ModuleDatabase.LoadExplicit( "MainEditor" );
    //ModuleDatabase.LoadExplicit( "Tools_ObjectViewer" );
 }
 

+ 7 - 1
Templates/BaseGame/game/tools/Tools.module

@@ -5,4 +5,10 @@
 	ScriptFile="Tools.cs"
 	CreateFunction="onCreate"
 	DestroyFunction="onDestroy"
-	Group="Tools"/>
+	Group="Tools">
+	<DeclaredAssets
+        canSave="true"
+        canSaveDynamicFields="true"
+        Extension="asset.taml"
+        Recurse="true" />
+</ModuleDefinition>

+ 0 - 141
Templates/BaseGame/game/tools/levels/DefaultEditorFile.mis

@@ -1,141 +0,0 @@
-//--- OBJECT WRITE BEGIN ---
-new Scene(EditorTemplateLevel) {
-   canSave = "1";
-   canSaveDynamicFields = "1";
-   isSubScene = "0";
-   isEditing = "0";
-   isDirty = "0";
-      cdTrack = "2";
-      CTF_scoreLimit = "5";
-      Enabled = "1";
-      musicTrack = "lush";
-
-   new LevelInfo(theLevelInfo) {
-      nearClip = "0.1";
-      visibleDistance = "1000";
-      visibleGhostDistance = "0";
-      decalBias = "0.0015";
-      fogColor = "0.6 0.6 0.7 1";
-      fogDensity = "0";
-      fogDensityOffset = "700";
-      fogAtmosphereHeight = "0";
-      canvasClearColor = "0 0 0 255";
-      ambientLightBlendPhase = "1";
-      ambientLightBlendCurve = "0 0 -1 -1";
-      soundAmbience = "AudioAmbienceDefault";
-      soundDistanceModel = "Linear";
-      canSave = "1";
-      canSaveDynamicFields = "1";
-         advancedLightmapSupport = "0";
-         desc0 = "A blank room template that acts as a starting point.";
-         Enabled = "1";
-         LevelName = "Blank Room Template";
-   };
-   new SkyBox(theSky) {
-      Material = "BlankSkyMat";
-      drawBottom = "0";
-      fogBandHeight = "0";
-      dirtyGameObject = "0";
-      position = "0 0 0";
-      rotation = "1 0 0 0";
-      scale = "1 1 1";
-      canSave = "1";
-      canSaveDynamicFields = "1";
-   };
-   new Sun(theSun) {
-      azimuth = "230.396";
-      elevation = "45";
-      color = "0.968628 0.901961 0.901961 1";
-      ambient = "0.337255 0.533333 0.619608 1";
-      brightness = "1";
-      castShadows = "1";
-      staticRefreshFreq = "250";
-      dynamicRefreshFreq = "8";
-      coronaEnabled = "1";
-      coronaScale = "0.5";
-      coronaTint = "1 1 1 1";
-      coronaUseLightColor = "1";
-      flareScale = "1";
-      attenuationRatio = "0 1 1";
-      shadowType = "PSSM";
-      texSize = "2048";
-      overDarkFactor = "3000 1500 750 250";
-      shadowDistance = "200";
-      shadowSoftness = "0.25";
-      numSplits = "4";
-      logWeight = "0.9";
-      fadeStartDistance = "0";
-      lastSplitTerrainOnly = "0";
-      representedInLightmap = "0";
-      shadowDarkenColor = "0 0 0 -1";
-      includeLightmappedGeometryInShadow = "0";
-      dirtyGameObject = "0";
-      position = "0 0 0";
-      rotation = "1 0 0 0";
-      scale = "1 1 1";
-      canSave = "1";
-      canSaveDynamicFields = "1";
-         bias = "0.1";
-         Blur = "1";
-         Enabled = "1";
-         height = "1024";
-         lightBleedFactor = "0.8";
-         minVariance = "0";
-         pointShadowType = "PointShadowType_Paraboloid";
-         shadowBox = "-100 -100 -100 100 100 100";
-         splitFadeDistances = "1 1 1 1";
-         width = "3072";
-   };
-   new GroundPlane() {
-      squareSize = "128";
-      scaleU = "25";
-      scaleV = "25";
-      Material = "Grid_512_Grey";
-      dirtyGameObject = "0";
-      canSave = "1";
-      canSaveDynamicFields = "1";
-         Enabled = "1";
-         position = "0 0 0";
-         rotation = "1 0 0 0";
-         scale = "1 1 1";
-   };
-   new Skylight() {
-      Enabled = "1";
-      ReflectionMode = "Baked Cubemap";
-      dirtyGameObject = "0";
-      position = "1.37009 -5.23561 46.5817";
-      rotation = "1 0 0 0";
-      canSave = "1";
-      canSaveDynamicFields = "1";
-      persistentId = "d5eb3afb-dced-11e9-a423-bb0e346e3870";
-         reflectionPath = "tools/levels/BlankRoom/probes/";
-   };
-   new TSStatic() {
-      ShapeAsset = "pbr:material_ball";
-      playAmbient = "1";
-      meshCulling = "0";
-      originSort = "0";
-      overrideColor = "0 0 0 0";
-      collisionType = "Collision Mesh";
-      decalType = "Collision Mesh";
-      allowPlayerStep = "0";
-      alphaFadeEnable = "0";
-      alphaFadeStart = "100";
-      alphaFadeEnd = "150";
-      alphaFadeInverse = "0";
-      renderNormals = "0";
-      forceDetail = "-1";
-      ignoreZodiacs = "0";
-      useGradientRange = "0";
-      gradientRange = "0 180";
-      invertGradientRange = "0";
-      dirtyGameObject = "0";
-      position = "-0.000554562 -0.0734091 1.05277";
-      rotation = "1 0 0 0";
-      scale = "1 1 1";
-      canSave = "1";
-      canSaveDynamicFields = "1";
-         materialSlot0 = "base_material_ball";
-   };
-};
-//--- OBJECT WRITE END ---

+ 10 - 0
Templates/BaseGame/game/tools/levels/DefaultEditorLevel.asset.taml

@@ -0,0 +1,10 @@
+<LevelAsset
+    canSave="true"
+    canSaveDynamicFields="true"
+    AssetName="DefaultEditorLevel"
+    LevelFile="@assetFile=DefaultEditorLevel.mis"
+    LevelName="DefaultEditorLevel"
+    isSubScene="false"
+    description="An empty room"
+    staticObjectAssetDependency0="@Asset=FPSGameplay:station01"
+    VersionId="1" />

+ 1 - 1
Templates/BaseGame/game/tools/main.cs

@@ -272,7 +272,7 @@ function fastLoadWorldEdit(%val)
          
       if( !$missionRunning )
       {
-         EditorNewLevel("tools/levels/DefaultEditorLevel.mis");
+         EditorNewLevel("ToolsModule:DefaultEditorLevel");
       }
       else
       {

+ 14 - 5
Templates/BaseGame/game/tools/worldEditor/scripts/menuHandlers.ed.cs

@@ -199,7 +199,7 @@ function EditorOpenDeclarationInTorsion( %object )
    EditorOpenFileInTorsion( makeFullPath( %fileName ), %object.getDeclarationLine() );
 }
 
-function EditorNewLevel( %file )
+function EditorNewLevel( %level )
 {
    %saveFirst = false;
    if ( EditorIsDirty() )
@@ -219,18 +219,18 @@ function EditorNewLevel( %file )
       Editor.getUndoManager().clearAll();
    }
 
-   if( %file $= "" )
+   if( %level $= "" )
    {
-      %file = "tools/levels/DefaultEditorLevel.mis";
+      %level = "ToolsModule:DefaultEditorLevel";
    }
 
    if( !$missionRunning )
    {
       activatePackage( "BootEditor" );
-      StartGame( %file );
+      StartGame( %level );
    }
    else
-      EditorOpenMission(%file);
+      EditorOpenMission(%level);
 
    //EWorldEditor.isDirty = true;
    //ETerrainEditor.isDirty = true;
@@ -360,6 +360,15 @@ function EditorSaveMissionAs( %levelAsset )
    if( fileExt( %missionName ) !$= ".mis" )
       %missionName = %missionName @ ".mis";
       
+   //Update to be our active
+   $Server::MissionFile = %missionName;
+   %Server::LevelAsset = %levelAssetDef;
+   
+   //Do the save
+   EditorSaveMission();
+   
+   //TODO: doublecheck that we rename the scene properly
+      
    //Make sure we have a selected module so we can create our module
    //if(AssetBrowser.selectedModule $= "")
    //   Canvas.pushDialog(