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Эх сурвалжийг харах

Merge branch 'SubScenes_Gamemode_PR' of https://github.com/Areloch/Torque3D into development

JeffR 11 сар өмнө
parent
commit
dde0ffe32f
41 өөрчлөгдсөн 3180 нэмэгдсэн , 237 устгасан
  1. 128 37
      Engine/source/T3D/Scene.cpp
  2. 21 23
      Engine/source/T3D/Scene.h
  3. 352 0
      Engine/source/T3D/SceneGroup.cpp
  4. 55 0
      Engine/source/T3D/SceneGroup.h
  5. 446 0
      Engine/source/T3D/SubScene.cpp
  6. 109 0
      Engine/source/T3D/SubScene.h
  7. 2 2
      Engine/source/T3D/assets/ImageAsset.cpp
  8. 124 4
      Engine/source/T3D/assets/LevelAsset.cpp
  9. 94 3
      Engine/source/T3D/assets/LevelAsset.h
  10. 460 0
      Engine/source/T3D/gameMode.cpp
  11. 114 0
      Engine/source/T3D/gameMode.h
  12. 7 0
      Engine/source/gui/core/guiControl.h
  13. 5 0
      Engine/source/scene/sceneObject.cpp
  14. 2 0
      Engine/source/scene/sceneObject.h
  15. 15 5
      Templates/BaseGame/game/core/utility/scripts/helperFunctions.tscript
  16. 14 44
      Templates/BaseGame/game/core/utility/scripts/scene.tscript
  17. 4 15
      Templates/BaseGame/game/data/ExampleModule/ExampleModule.tscript
  18. 1 0
      Templates/BaseGame/game/data/ExampleModule/levels/ExampleLevel.asset.taml
  19. 26 8
      Templates/BaseGame/game/data/ExampleModule/scripts/shared/ExampleGameMode.tscript
  20. 78 14
      Templates/BaseGame/game/data/UI/guis/ChooseLevelMenu.gui
  21. 286 54
      Templates/BaseGame/game/data/UI/guis/ChooseLevelMenu.tscript
  22. BIN
      Templates/BaseGame/game/data/UI/images/toggleMarker.png
  23. BIN
      Templates/BaseGame/game/data/UI/images/toggleMarker_h.png
  24. 3 0
      Templates/BaseGame/game/data/UI/images/toggleMarker_h_image.asset.taml
  25. 3 0
      Templates/BaseGame/game/data/UI/images/toggleMarker_image.asset.taml
  26. 2 0
      Templates/BaseGame/game/tools/assetBrowser/main.tscript
  27. 0 1
      Templates/BaseGame/game/tools/assetBrowser/scripts/addModuleWindow.tscript
  28. 35 0
      Templates/BaseGame/game/tools/assetBrowser/scripts/assetTypes/gameMode.tscript
  29. 121 3
      Templates/BaseGame/game/tools/assetBrowser/scripts/assetTypes/level.tscript
  30. 25 0
      Templates/BaseGame/game/tools/assetBrowser/scripts/editAsset.tscript
  31. 2 1
      Templates/BaseGame/game/tools/assetBrowser/scripts/popupMenus.tscript
  32. 176 0
      Templates/BaseGame/game/tools/assetBrowser/scripts/templateFiles/gameMode.tscript.template
  33. 11 10
      Templates/BaseGame/game/tools/assetBrowser/scripts/templateFiles/module.tscript.template
  34. 253 0
      Templates/BaseGame/game/tools/assetBrowser/scripts/utils.tscript
  35. 4 0
      Templates/BaseGame/game/tools/gui/editorSettingsWindow.ed.tscript
  36. 2 0
      Templates/BaseGame/game/tools/settings.xml
  37. 26 2
      Templates/BaseGame/game/tools/worldEditor/gui/WorldEditorTreeWindow.ed.gui
  38. 91 2
      Templates/BaseGame/game/tools/worldEditor/scripts/EditorGui.ed.tscript
  39. 1 0
      Templates/BaseGame/game/tools/worldEditor/scripts/editorPrefs.ed.tscript
  40. 74 0
      Templates/BaseGame/game/tools/worldEditor/scripts/editors/worldEditor.ed.tscript
  41. 8 9
      Templates/BaseGame/game/tools/worldEditor/scripts/menuHandlers.ed.tscript

+ 128 - 37
Engine/source/T3D/Scene.cpp

@@ -1,20 +1,26 @@
 #include "Scene.h"
 #include "T3D/assets/LevelAsset.h"
+#include "T3D/gameBase/gameConnection.h"
+#include "T3D/gameMode.h"
 
 Scene * Scene::smRootScene = nullptr;
 Vector<Scene*> Scene::smSceneList;
 
+IMPLEMENT_CALLBACK(Scene, onSaving, void, (const char* fileName), (fileName),
+   "@brief Called when a scene is saved to allow scenes to special-handle prepwork for saving if required.\n\n"
+
+   "@param fileName The level file being saved\n");
+
 IMPLEMENT_CO_NETOBJECT_V1(Scene);
 
 Scene::Scene() : 
-   mIsSubScene(false),
    mParentScene(nullptr),
    mSceneId(-1),
    mIsEditing(false),
    mIsDirty(false),
    mEditPostFX(0)
 {
-   mGameModeName = StringTable->EmptyString();
+   mGameModesNames = StringTable->EmptyString();
 }
 
 Scene::~Scene()
@@ -28,13 +34,12 @@ void Scene::initPersistFields()
    Parent::initPersistFields();
 
    addGroup("Internal");
-   addField("isSubscene", TypeBool, Offset(mIsSubScene, Scene), "", AbstractClassRep::FIELD_HideInInspectors);
    addField("isEditing", TypeBool, Offset(mIsEditing, Scene), "", AbstractClassRep::FIELD_HideInInspectors);
    addField("isDirty", TypeBool, Offset(mIsDirty, Scene), "", AbstractClassRep::FIELD_HideInInspectors);
    endGroup("Internal");
 
    addGroup("Gameplay");
-   addField("gameModeName", TypeString, Offset(mGameModeName, Scene), "The name of the gamemode that this scene utilizes");
+   addField("gameModes", TypeGameModeList, Offset(mGameModesNames, Scene), "The game modes that this Scene is associated with.");
    endGroup("Gameplay");
 
    addGroup("PostFX");
@@ -51,48 +56,33 @@ bool Scene::onAdd()
    smSceneList.push_back(this);
    mSceneId = smSceneList.size() - 1;
 
-   /*if (smRootScene == nullptr)
-   {
-      //we're the first scene, so we're the root. woo!
-      smRootScene = this;
-   }
-   else
-   {
-      mIsSubScene = true;
-      smRootScene->mSubScenes.push_back(this);
-   }*/
+   GameMode::findGameModes(mGameModesNames, &mGameModesList);
 
    return true;
 }
 
 void Scene::onRemove()
 {
+   for (U32 i = 0; i < mGameModesList.size(); i++)
+   {
+      mGameModesList[i]->onSceneUnloaded_callback();
+   }
+
    Parent::onRemove();
 
    smSceneList.remove(this);
    mSceneId = -1;
-
-   /*if (smRootScene == this)
-   {
-      for (U32 i = 0; i < mSubScenes.size(); i++)
-      {
-         mSubScenes[i]->deleteObject();
-      }
-   }
-   else if (smRootScene != nullptr)
-   {
-      for (U32 i = 0; i < mSubScenes.size(); i++)
-      {
-         if(mSubScenes[i]->getId() == getId())
-            smRootScene->mSubScenes.erase(i);
-      }
-   }*/
 }
 
 void Scene::onPostAdd()
 {
    if (isMethod("onPostAdd"))
       Con::executef(this, "onPostAdd");
+
+   for (U32 i = 0; i < mGameModesList.size(); i++)
+   {
+      mGameModesList[i]->onSceneLoaded_callback();
+   }
 }
 
 bool Scene::_editPostEffects(void* object, const char* index, const char* data)
@@ -110,11 +100,12 @@ bool Scene::_editPostEffects(void* object, const char* index, const char* data)
 void Scene::addObject(SimObject* object)
 {
    //Child scene
-   Scene* scene = dynamic_cast<Scene*>(object);
+   SubScene* scene = dynamic_cast<SubScene*>(object);
    if (scene)
    {
       //We'll keep these principly separate so they don't get saved into each other
       mSubScenes.push_back(scene);
+      Parent::addObject(object);
       return;
    }
 
@@ -135,7 +126,7 @@ void Scene::addObject(SimObject* object)
 void Scene::removeObject(SimObject* object)
 {
    //Child scene
-   Scene* scene = dynamic_cast<Scene*>(object);
+   SubScene* scene = dynamic_cast<SubScene*>(object);
    if (scene)
    {
       //We'll keep these principly separate so they don't get saved into each other
@@ -175,12 +166,58 @@ void Scene::removeDynamicObject(SceneObject* object)
 
 void Scene::interpolateTick(F32 delta)
 {
-
 }
 
 void Scene::processTick()
 {
+   if (!isServerObject())
+      return;
+
+   //iterate over our subscenes to update their status of loaded or unloaded based on if any control objects intersect their bounds
+   for (U32 i = 0; i < mSubScenes.size(); i++)
+   {
+      bool hasClients = false;
+
+      SimGroup* pClientGroup = Sim::getClientGroup();
+      for (SimGroup::iterator itr = pClientGroup->begin(); itr != pClientGroup->end(); itr++)
+      {
+         GameConnection* gc = dynamic_cast<GameConnection*>(*itr);
+         if (gc)
+         {
+            GameBase* controlObj = gc->getControlObject();
+            if (controlObj == nullptr)
+            {
+               controlObj = gc->getCameraObject();
+            }
+
+            if (controlObj != nullptr)
+            {
+               if (mSubScenes[i]->testBox(controlObj->getWorldBox()))
+               {
+                  //we have a client controlling object in the bounds, so we ensure the contents are loaded
+                  hasClients = true;
+                  break;
+               }
+            }
+         }
+      }
 
+      if (hasClients)
+      {
+         mSubScenes[i]->setUnloadTimeMS(-1);
+         mSubScenes[i]->load();
+      }
+      else
+      {
+         if (mSubScenes[i]->isLoaded() && mSubScenes[i]->getUnloadTimsMS() == -1)
+         {
+            mSubScenes[i]->setUnloadTimeMS(Sim::getCurrentTime());
+         }
+
+         if (Sim::getCurrentTime() - mSubScenes[i]->getUnloadTimsMS() > 5000)
+            mSubScenes[i]->unload();
+      }
+   }
 }
 
 void Scene::advanceTime(F32 timeDelta)
@@ -257,6 +294,38 @@ bool Scene::saveScene(StringTableEntry fileName)
       fileName = getOriginatingFile();
    }
 
+   //Inform our objects we're saving, so if they do any special stuff
+   //they can do it before the actual write-out
+   for (SimGroup::iterator itr = begin(); itr != end(); itr++)
+   {
+      SimGroup* sg = dynamic_cast<SimGroup*>(*itr);
+      if (sg)
+      {
+         ConsoleValue vars[3];
+         vars[2].setString(fileName);
+         sg->callOnChildren("onSaving", 3, vars);
+      }
+
+      SceneObject* sO = dynamic_cast<SceneObject*>(*itr);
+      if (sO)
+      {
+         sO->onSaving_callback(fileName);
+      }
+   }
+
+   /*for (U32 i = 0; i < mPermanentObjects.size(); i++)
+   {
+      SceneObject* obj = mPermanentObjects[i];
+      obj->onSaving_callback(fileName);
+   }*/
+
+   //Inform our subscenes we're saving so they can do any
+   //special work required as well
+   for (U32 i = 0; i < mSubScenes.size(); i++)
+   {
+      mSubScenes[i]->save();
+   }
+
    bool saveSuccess = save(fileName);
 
    if (!saveSuccess)
@@ -286,9 +355,12 @@ bool Scene::saveScene(StringTableEntry fileName)
       dSprintf(depValue, sizeof(depValue), "%s=%s", ASSET_ID_SIGNATURE, utilizedAssetsList[i]);
 
       levelAssetDef->setDataField(StringTable->insert(depSlotName), NULL, StringTable->insert(depValue));
-
    }
 
+   //update the gamemode list as well
+   levelAssetDef->setDataField(StringTable->insert("gameModesNames"), NULL, StringTable->insert(mGameModesNames));
+
+   //Finally, save
    saveSuccess = levelAssetDef->saveAsset();
 
    return saveSuccess;
@@ -314,11 +386,26 @@ void Scene::getUtilizedAssetsFromSceneObject(SimObject* object, Vector<StringTab
 }
 
 //
-Vector<SceneObject*> Scene::getObjectsByClass(String className, bool checkSubscenes)
+Vector<SceneObject*> Scene::getObjectsByClass(String className)
 {
    return Vector<SceneObject*>();
 }
 
+void Scene::loadAtPosition(const Point3F& position)
+{
+   for (U32 i = 0; i < mSubScenes.size(); i++)
+   {
+      Box3F testBox = Box3F(0.5);
+      testBox.setCenter(position);
+
+      if (mSubScenes[i]->testBox(testBox))
+      {
+         mSubScenes[i]->setUnloadTimeMS(-1);
+         mSubScenes[i]->load();
+      }
+   }
+}
+
 DefineEngineFunction(getScene, Scene*, (U32 sceneId), (0),
    "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")
@@ -413,9 +500,13 @@ DefineEngineMethod(Scene, getLevelAsset, const char*, (), ,
 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));
 }
+
+DefineEngineMethod(Scene, loadAtPosition, void, (Point3F position), (Point3F::Zero),
+   "Loads any subscenes at a given point by force.\n")
+{
+   object->loadAtPosition(position);
+}

+ 21 - 23
Engine/source/T3D/Scene.h

@@ -1,5 +1,5 @@
 #pragma once
-
+#ifndef SCENE_H
 #include "console/engineAPI.h"
 
 #ifndef _NETOBJECT_H_
@@ -9,8 +9,16 @@
 #ifndef _ITICKABLE_H_
 #include "core/iTickable.h"
 #endif
-
+#ifndef _SCENEOBJECT_H_
 #include "scene/sceneObject.h"
+#endif
+
+#ifndef GAME_MODE_H
+#include "gameMode.h"
+#endif
+#ifndef SUB_SCENE_H
+#include "SubScene.h"
+#endif
 
 /// Scene
 /// This object is effectively a smart container to hold and manage any relevent scene objects and data
@@ -19,14 +27,11 @@ class Scene : public NetObject, public virtual ITickable
 {
    typedef NetObject Parent;
 
-   bool mIsSubScene;
-
    Scene* mParentScene;
 
-   Vector<Scene*> mSubScenes;
+   Vector<SubScene*> mSubScenes;
 
    Vector<SceneObject*> mPermanentObjects;
-
    Vector<SceneObject*> mDynamicObjects;
 
    S32 mSceneId;
@@ -37,7 +42,8 @@ class Scene : public NetObject, public virtual ITickable
 
    bool mEditPostFX;
 
-   StringTableEntry mGameModeName;
+   StringTableEntry mGameModesNames;
+   Vector<GameMode*> mGameModesList;
 
 protected:
    static Scene * smRootScene;
@@ -80,12 +86,14 @@ public:
    void unpackUpdate(NetConnection *conn, BitStream *stream) override;
 
    //
-   Vector<SceneObject*> getObjectsByClass(String className, bool checkSubscenes);
+   Vector<SceneObject*> getObjectsByClass(String className);
 
    void getUtilizedAssetsFromSceneObject(SimObject* object, Vector<StringTableEntry>* usedAssetsList);
 
    template <class T>
-   Vector<T*> getObjectsByClass(bool checkSubscenes);
+   Vector<T*> getObjectsByClass();
+
+   void loadAtPosition(const Point3F& position);
 
    static Scene *getRootScene() 
    { 
@@ -96,11 +104,13 @@ public:
    }
 
    static Vector<Scene*> smSceneList;
+
+   DECLARE_CALLBACK(void, onSaving, (const char* fileName));
 };
 
 
 template <class T>
-Vector<T*> Scene::getObjectsByClass(bool checkSubscenes)
+Vector<T*> Scene::getObjectsByClass()
 {
    Vector<T*> foundObjects;
 
@@ -121,18 +131,6 @@ Vector<T*> Scene::getObjectsByClass(bool checkSubscenes)
          foundObjects.push_back(curObject);
    }
 
-   if (checkSubscenes)
-   {
-      for (U32 i = 0; i < mSubScenes.size(); i++)
-      {
-         Vector<T*> appendList = mSubScenes[i]->getObjectsByClass<T>(true);
-
-         for (U32 a = 0; a < appendList.size(); a++)
-         {
-            foundObjects.push_back(appendList[a]);
-         }
-      }
-   }
-
    return foundObjects;
 }
+#endif

+ 352 - 0
Engine/source/T3D/SceneGroup.cpp

@@ -0,0 +1,352 @@
+#include "SceneGroup.h"
+
+#include "gameBase/gameConnection.h"
+#include "gfx/gfxDrawUtil.h"
+#include "gfx/gfxTransformSaver.h"
+#include "gui/editor/inspector/group.h"
+#include "gui/worldEditor/editor.h"
+#include "math/mathIO.h"
+#include "physics/physicsShape.h"
+#include "renderInstance/renderPassManager.h"
+#include "scene/sceneRenderState.h"
+
+IMPLEMENT_CO_NETOBJECT_V1(SceneGroup);
+
+ConsoleDocClass(SceneGroup,
+   "@brief A collection of arbitrary objects which can be allocated and manipulated as a group.\n\n"
+
+   "%SceneGroup always points to a (.SceneGroup) file which defines its objects. In "
+   "fact more than one %SceneGroup can reference this file and both will update "
+   "if the file is modified.\n\n"
+
+   "%SceneGroup is a very simple object and only exists on the server. When it is "
+   "created it allocates children objects by reading the (.SceneGroup) file like "
+   "a list of instructions.  It then sets their transform relative to the %SceneGroup "
+   "and Torque networking handles the rest by ghosting the new objects to clients. "
+   "%SceneGroup itself is not ghosted.\n\n"
+
+   "@ingroup enviroMisc"
+);
+
+SceneGroup::SceneGroup()
+{
+   // Not ghosted unless we're editing
+   mNetFlags.clear(Ghostable | ScopeAlways);
+
+   mTypeMask |= StaticObjectType;
+}
+
+SceneGroup::~SceneGroup()
+{
+}
+
+void SceneGroup::initPersistFields()
+{
+   docsURL;
+
+   addGroup("SceneGroup");
+   endGroup("SceneGroup");
+
+   Parent::initPersistFields();
+}
+
+bool SceneGroup::onAdd()
+{
+   if (!Parent::onAdd())
+      return false;
+
+   mObjBox.set(Point3F(-0.5f, -0.5f, -0.5f),
+      Point3F(0.5f, 0.5f, 0.5f));
+
+   resetWorldBox();
+
+   // Not added to the scene unless we are editing.
+   if (gEditingMission)
+      onEditorEnable();
+
+   addToScene();
+
+   return true;
+}
+
+void SceneGroup::onRemove()
+{
+   removeFromScene();
+   Parent::onRemove();
+}
+
+void SceneGroup::onEditorEnable()
+{
+   if (isClientObject())
+      return;
+
+   // Just in case we are already in the scene, lets not cause an assert.   
+   if (mContainer != NULL)
+      return;
+
+   // Enable ghosting so we can see this on the client.
+   mNetFlags.set(Ghostable);
+   setScopeAlways();
+   addToScene();
+
+   Parent::onEditorEnable();
+}
+
+void SceneGroup::onEditorDisable()
+{
+   if (isClientObject())
+      return;
+
+   // Just in case we are not in the scene, lets not cause an assert.   
+   if (mContainer == NULL)
+      return;
+
+   // Do not need this on the client if we are not editing.
+   removeFromScene();
+   mNetFlags.clear(Ghostable);
+   clearScopeAlways();
+
+   Parent::onEditorDisable();
+}
+
+void SceneGroup::inspectPostApply()
+{
+   Parent::inspectPostApply();
+}
+
+void SceneGroup::onInspect(GuiInspector* inspector)
+{
+   Parent::onInspect(inspector);
+   
+   //Put the SubScene group before everything that'd be SubScene-effecting, for orginazational purposes
+   GuiInspectorGroup* sceneGroupGrp = inspector->findExistentGroup(StringTable->insert("SceneGroup"));
+   if (!sceneGroupGrp)
+      return;
+
+   GuiControl* stack = dynamic_cast<GuiControl*>(sceneGroupGrp->findObjectByInternalName(StringTable->insert("Stack")));
+
+   //Regen bounds button
+   GuiInspectorField* regenFieldGui = sceneGroupGrp->createInspectorField();
+   regenFieldGui->init(inspector, sceneGroupGrp);
+
+   regenFieldGui->setSpecialEditField(true);
+   regenFieldGui->setTargetObject(this);
+
+   StringTableEntry fldnm = StringTable->insert("RegenerateBounds");
+
+   regenFieldGui->setSpecialEditVariableName(fldnm);
+
+   regenFieldGui->setInspectorField(NULL, fldnm);
+   regenFieldGui->setDocs("");
+
+   stack->addObject(regenFieldGui);
+
+   GuiButtonCtrl* regenButton = new GuiButtonCtrl();
+   regenButton->registerObject();
+   regenButton->setDataField(StringTable->insert("profile"), NULL, "ToolsGuiButtonProfile");
+   regenButton->setText("Regenerate Bounds");
+   regenButton->resize(Point2I::Zero, regenFieldGui->getExtent());
+   regenButton->setHorizSizing(GuiControl::horizResizeWidth);
+   regenButton->setVertSizing(GuiControl::vertResizeHeight);
+
+   char rgBuffer[512];
+   dSprintf(rgBuffer, 512, "%d.recalculateBounds();", this->getId());
+   regenButton->setConsoleCommand(rgBuffer);
+
+   regenFieldGui->addObject(regenButton);
+}
+
+void SceneGroup::setTransform(const MatrixF& mat)
+{
+   //transform difference
+   MatrixF oldTransform = getTransform();
+
+   Parent::setTransform(mat);
+
+   // Calculate the delta transformation
+   MatrixF deltaTransform;
+   oldTransform.inverse();
+   deltaTransform.mul(oldTransform, getTransform());
+
+   if (isServerObject())
+   {
+      setMaskBits(TransformMask);
+
+      // Update all child transforms
+      for (SimSetIterator itr(this); *itr; ++itr)
+      {
+         SceneObject* child = dynamic_cast<SceneObject*>(*itr);
+         if (child)
+         {
+            MatrixF childTransform = child->getTransform();
+            MatrixF relativeTransform;
+            relativeTransform.mul(deltaTransform, childTransform);
+            child->setTransform(relativeTransform);
+            child->setScale(childTransform.getScale()); //we don't modify scale
+         }
+      }
+   }
+}
+
+void SceneGroup::setRenderTransform(const MatrixF& mat)
+{
+   //transform difference
+   MatrixF oldTransform = getRenderTransform();
+
+   Parent::setRenderTransform(mat);
+
+   // Calculate the delta transformation
+   MatrixF deltaTransform;
+   oldTransform.inverse();
+   deltaTransform.mul(oldTransform, getRenderTransform());
+
+   // Update all child transforms
+   for (SimSetIterator itr(this); *itr; ++itr)
+   {
+      SceneObject* child = dynamic_cast<SceneObject*>(*itr);
+      if (child)
+      {
+         MatrixF childTransform = child->getRenderTransform();
+         MatrixF relativeTransform;
+         relativeTransform.mul(deltaTransform, childTransform);
+         child->setRenderTransform(relativeTransform);
+         child->setScale(childTransform.getScale()); //we don't modify scale
+      }
+   }
+}
+
+void SceneGroup::addObject(SimObject* object)
+{
+   Parent::addObject(object);
+
+   // Recalculate the bounding box from scratch (simpler but potentially costly)
+   recalculateBoundingBox();
+}
+
+void SceneGroup::removeObject(SimObject* object)
+{
+   Parent::removeObject(object);
+
+   // Recalculate the bounding box from scratch (simpler but potentially costly)
+   recalculateBoundingBox();
+}
+
+void SceneGroup::recalculateBoundingBox()
+{
+   if (empty())
+      return;
+
+   // Reset the bounding box
+   Box3F bounds;
+
+   bounds.minExtents.set(1e10, 1e10, 1e10);
+   bounds.maxExtents.set(-1e10, -1e10, -1e10);
+
+   // Extend the bounding box to include each child's bounding box
+   for (SimSetIterator itr(this); *itr; ++itr)
+   {
+      SceneObject* child = dynamic_cast<SceneObject*>(*itr);
+      if (child)
+      {
+         const Box3F& childBox = child->getWorldBox();
+
+         bounds.minExtents.setMin(childBox.minExtents);
+         bounds.maxExtents.setMax(childBox.maxExtents);
+      }
+   }
+
+   MatrixF newTrans = mObjToWorld;
+   newTrans.setPosition(bounds.getCenter());
+   Parent::setTransform(newTrans);
+
+   mObjScale = Point3F(bounds.len_x(), bounds.len_y(), bounds.len_z());
+   mWorldBox = bounds;
+   resetObjectBox();
+
+   setMaskBits(TransformMask);
+}
+
+U32 SceneGroup::packUpdate(NetConnection* conn, U32 mask, BitStream* stream)
+{
+   U32 retMask = Parent::packUpdate(conn, mask, stream);
+
+   mathWrite(*stream, mObjBox);
+
+   if (stream->writeFlag(mask & TransformMask))
+   {
+      mathWrite(*stream, getTransform());
+      mathWrite(*stream, getScale());
+   }
+
+   return retMask;
+}
+
+void SceneGroup::unpackUpdate(NetConnection* conn, BitStream* stream)
+{
+   Parent::unpackUpdate(conn, stream);
+
+   mathRead(*stream, &mObjBox);
+   resetWorldBox();
+
+   // TransformMask
+   if (stream->readFlag())
+   {
+      mathRead(*stream, &mObjToWorld);
+      mathRead(*stream, &mObjScale);
+
+      setTransform(mObjToWorld);
+   }
+}
+
+bool SceneGroup::buildPolyList(PolyListContext context, AbstractPolyList* polyList, const Box3F& box, const SphereF& sphere)
+{
+   Vector<SceneObject*> foundObjects;
+   if (empty())
+   {
+      Con::warnf("SceneGroup::buildPolyList() - SceneGroup %s is empty!", getName());
+      return false;
+   }
+   findObjectByType(foundObjects);
+
+   for (S32 i = 0; i < foundObjects.size(); i++)
+   {
+      foundObjects[i]->buildPolyList(context, polyList, box, sphere);
+   }
+
+   return true;
+}
+
+bool SceneGroup::buildExportPolyList(ColladaUtils::ExportData* exportData, const Box3F& box, const SphereF& sphere)
+{
+   Vector<SceneObject*> foundObjects;
+   findObjectByType(foundObjects);
+
+   for (S32 i = 0; i < foundObjects.size(); i++)
+   {
+      foundObjects[i]->buildExportPolyList(exportData, box, sphere);
+   }
+
+   return true;
+}
+
+void SceneGroup::getUtilizedAssets(Vector<StringTableEntry>* usedAssetsList)
+{
+   //if (empty())
+      return;
+
+   Vector<SceneObject*> foundObjects;
+   findObjectByType(foundObjects);
+
+   for (S32 i = 0; i < foundObjects.size(); i++)
+   {
+      SceneObject* child = foundObjects[i];
+
+      child->getUtilizedAssets(usedAssetsList);
+   }
+}
+
+DefineEngineMethod(SceneGroup, recalculateBounds, void, (), ,
+   "Recalculates the SceneGroups' bounds and centerpoint.\n")
+{
+   object->recalculateBoundingBox();
+}

+ 55 - 0
Engine/source/T3D/SceneGroup.h

@@ -0,0 +1,55 @@
+#pragma once
+#ifndef SCENE_GROUP_H
+#define SCENE_GROUP_H
+
+#ifndef _SCENEOBJECT_H_
+#include "scene/sceneObject.h"
+#endif
+
+class SceneGroup : public SceneObject
+{
+   typedef SceneObject Parent;
+
+public:
+   enum MaskBits
+   {
+      TransformMask = Parent::NextFreeMask << 0,
+      NextFreeMask = Parent::NextFreeMask << 1
+   };
+
+public:
+   SceneGroup();
+   virtual ~SceneGroup();
+
+   DECLARE_CONOBJECT(SceneGroup);
+   DECLARE_CATEGORY("Object \t Collection");
+
+   static void initPersistFields();
+
+   // SimObject
+   bool onAdd() override;
+   void onRemove() override;
+   void onEditorEnable() override;
+   void onEditorDisable() override;
+   void inspectPostApply() override;
+   void onInspect(GuiInspector* inspector) override;
+
+   // NetObject
+   U32 packUpdate(NetConnection* conn, U32 mask, BitStream* stream) override;
+   void unpackUpdate(NetConnection* conn, BitStream* stream) override;
+
+   // SceneObject
+   void setTransform(const MatrixF& mat) override;
+   void setRenderTransform(const MatrixF& mat) override;
+
+   // Object management
+   void addObject(SimObject* object) override;
+   void removeObject(SimObject* object) override;
+   void recalculateBoundingBox();
+
+   ///
+   bool buildPolyList(PolyListContext context, AbstractPolyList* polyList, const Box3F& box, const SphereF& sphere) override;
+   bool buildExportPolyList(ColladaUtils::ExportData* exportData, const Box3F& box, const SphereF&) override;
+   void getUtilizedAssets(Vector<StringTableEntry>* usedAssetsList) override;
+};
+#endif

+ 446 - 0
Engine/source/T3D/SubScene.cpp

@@ -0,0 +1,446 @@
+#include "SubScene.h"
+
+#include "gameMode.h"
+#include "console/script.h"
+#include "scene/sceneRenderState.h"
+#include "renderInstance/renderPassManager.h"
+#include "gfx/gfxDrawUtil.h"
+#include "gfx/gfxTransformSaver.h"
+#include "gui/editor/inspector/group.h"
+
+IMPLEMENT_CO_NETOBJECT_V1(SubScene);
+
+S32 SubScene::mUnloadTimeoutMs = 5000;
+
+SubScene::SubScene() :
+   mLevelAssetId(StringTable->EmptyString()),
+   mGameModesNames(StringTable->EmptyString()),
+   mScopeDistance(-1),
+   mLoaded(false),
+   mGlobalLayer(false)
+{
+   mNetFlags.set(Ghostable | ScopeAlways);
+
+   mTypeMask |= StaticObjectType;
+}
+
+SubScene::~SubScene()
+{
+}
+
+bool SubScene::onAdd()
+{
+   if (!Parent::onAdd())
+     return false;
+
+    return true;
+}
+
+void SubScene::onRemove()
+{
+    if (isClientObject())
+      removeFromScene();
+
+    Parent::onRemove();
+}
+
+void SubScene::initPersistFields()
+{
+   addGroup("SubScene");
+   addField("isGlobalLayer", TypeBool, Offset(mGlobalLayer, SubScene), "");
+   INITPERSISTFIELD_LEVELASSET(Level, SubScene, "The level asset to load.");
+   addField("loadIf", TypeCommand, Offset(mLoadIf, SubScene), "evaluation condition (true/false)");
+   addField("gameModes", TypeGameModeList, Offset(mGameModesNames, SubScene), "The game modes that this subscene is associated with.");
+   endGroup("SubScene");
+
+   Parent::initPersistFields();
+}
+
+void SubScene::consoleInit()
+{
+   Parent::consoleInit();
+
+   Con::addVariable("$SubScene::UnloadTimeoutMS", TypeBool, &SubScene::mUnloadTimeoutMs, "The amount of time in milliseconds it takes for a SubScene to be unloaded if it's inactive.\n"
+      "@ingroup Editors\n");
+}
+
+void SubScene::addObject(SimObject* object)
+{
+   SceneObject::addObject(object);
+}
+
+void SubScene::removeObject(SimObject* object)
+{
+   SceneObject::removeObject(object);
+}
+
+U32 SubScene::packUpdate(NetConnection* conn, U32 mask, BitStream* stream)
+{
+   U32 retMask = Parent::packUpdate(conn, mask, stream);
+
+   stream->writeFlag(mGlobalLayer);
+
+   return retMask;
+}
+
+void SubScene::unpackUpdate(NetConnection* conn, BitStream* stream)
+{
+   Parent::unpackUpdate(conn, stream);
+
+   mGlobalLayer = stream->readFlag();
+
+}
+
+void SubScene::onInspect(GuiInspector* inspector)
+{
+   Parent::onInspect(inspector);
+
+   //Put the SubScene group before everything that'd be SubScene-effecting, for orginazational purposes
+   GuiInspectorGroup* subsceneGrp = inspector->findExistentGroup(StringTable->insert("SubScene"));
+   if (!subsceneGrp)
+      return;
+
+   GuiControl* stack = dynamic_cast<GuiControl*>(subsceneGrp->findObjectByInternalName(StringTable->insert("Stack")));
+
+   //Save button
+   GuiInspectorField* saveFieldGui = subsceneGrp->createInspectorField();
+   saveFieldGui->init(inspector, subsceneGrp);
+
+   saveFieldGui->setSpecialEditField(true);
+   saveFieldGui->setTargetObject(this);
+
+   StringTableEntry fldnm = StringTable->insert("SaveSubScene");
+
+   saveFieldGui->setSpecialEditVariableName(fldnm);
+
+   saveFieldGui->setInspectorField(NULL, fldnm);
+   saveFieldGui->setDocs("");
+
+   stack->addObject(saveFieldGui);
+
+   GuiButtonCtrl* saveButton = new GuiButtonCtrl();
+   saveButton->registerObject();
+   saveButton->setDataField(StringTable->insert("profile"), NULL, "ToolsGuiButtonProfile");
+   saveButton->setText("Save SubScene");
+   saveButton->resize(Point2I::Zero, saveFieldGui->getExtent());
+   saveButton->setHorizSizing(GuiControl::horizResizeWidth);
+   saveButton->setVertSizing(GuiControl::vertResizeHeight);
+
+   char szBuffer[512];
+   dSprintf(szBuffer, 512, "%d.save();", this->getId());
+   saveButton->setConsoleCommand(szBuffer);
+
+   saveFieldGui->addObject(saveButton);
+}
+
+void SubScene::inspectPostApply()
+{
+   Parent::inspectPostApply();
+   setMaskBits(-1);
+}
+
+bool SubScene::testBox(const Box3F& testBox)
+{
+   if (mGlobalLayer)
+      return true;
+
+   bool passes = getWorldBox().isOverlapped(testBox);
+   if (passes && !mLoadIf.isEmpty())
+   {
+      //test the mapper plugged in condition line
+      String resVar = getIdString() + String(".result");
+      Con::setBoolVariable(resVar.c_str(), false);
+      String command = resVar + "=" + mLoadIf + ";";
+      Con::evaluatef(command.c_str());
+      passes = Con::getBoolVariable(resVar.c_str());
+   }
+
+   return passes;
+}
+
+void SubScene::write(Stream& stream, U32 tabStop, U32 flags)
+{
+   MutexHandle handle;
+   handle.lock(mMutex);
+
+   // export selected only?
+   if ((flags & SelectedOnly) && !isSelected())
+   {
+      for (U32 i = 0; i < size(); i++)
+         (*this)[i]->write(stream, tabStop, flags);
+
+      return;
+
+   }
+
+   stream.writeTabs(tabStop);
+   char buffer[2048];
+   const U32 bufferWriteLen = dSprintf(buffer, sizeof(buffer), "new %s(%s) {\r\n", getClassName(), getName() && !(flags & NoName) ? getName() : "");
+   stream.write(bufferWriteLen, buffer);
+   writeFields(stream, tabStop + 1);
+
+   //The only meaningful difference between this and simSet for writing is we skip the children, since they're just the levelAsset contents
+
+   stream.writeTabs(tabStop);
+   stream.write(4, "};\r\n");
+}
+
+void SubScene::processTick(const Move* move)
+{
+}
+
+void SubScene::_onFileChanged(const Torque::Path& path)
+{
+   if(mLevelAsset.isNull() || Torque::Path(mLevelAsset->getLevelPath()) != path)
+      return;
+
+   AssertFatal(path == mLevelAsset->getLevelPath(), "Prefab::_onFileChanged - path does not match filename.");
+
+   _closeFile(false);
+   _loadFile(false);
+   setMaskBits(U32_MAX);
+}
+
+void SubScene::_closeFile(bool removeFileNotify)
+{
+   AssertFatal(isServerObject(), "Trying to close out a subscene file on the client is bad!");
+
+   U32 count = size();
+
+   for (SimSetIterator itr(this); *itr; ++itr)
+   {
+      SimObject* child = dynamic_cast<SimObject*>(*itr);
+
+      if (child)
+         child->safeDeleteObject();
+   }
+
+   if (removeFileNotify && mLevelAsset.notNull() && mLevelAsset->getLevelPath() != StringTable->EmptyString())
+   {
+      Torque::FS::RemoveChangeNotification(mLevelAsset->getLevelPath(), this, &SubScene::_onFileChanged);
+   }
+
+   mGameModesList.clear();
+}
+
+void SubScene::_loadFile(bool addFileNotify)
+{
+   AssertFatal(isServerObject(), "Trying to load a SubScene file on the client is bad!");
+
+   if(mLevelAsset.isNull() || mLevelAsset->getLevelPath() == StringTable->EmptyString())
+      return;
+
+   String evalCmd = String::ToString("exec(\"%s\");", mLevelAsset->getLevelPath());
+
+   String instantGroup = Con::getVariable("InstantGroup");
+   Con::setIntVariable("InstantGroup", this->getId());
+   Con::evaluate((const char*)evalCmd.c_str(), false, mLevelAsset->getLevelPath());
+   Con::setVariable("InstantGroup", instantGroup.c_str());
+
+   if (addFileNotify)
+      Torque::FS::AddChangeNotification(mLevelAsset->getLevelPath(), this, &SubScene::_onFileChanged);
+}
+
+void SubScene::load()
+{
+   mStartUnloadTimerMS = -1; //reset unload timers
+
+   //no need to load multiple times
+   if (mLoaded)
+      return;
+
+   _loadFile(true);
+   mLoaded = true;
+
+   GameMode::findGameModes(mGameModesNames, &mGameModesList);
+
+   for (U32 i = 0; i < mGameModesList.size(); i++)
+   {
+      mGameModesList[i]->onSubsceneLoaded_callback();
+   }
+}
+
+void SubScene::unload()
+{
+   if (!mLoaded)
+      return;
+
+   if (isSelected())
+   {
+      mStartUnloadTimerMS = Sim::getCurrentTime();
+      return; //if a child is selected, then we don't want to unload
+   }
+
+   //scan down through our child objects, see if any are marked as selected,
+   //if so, skip unloading and reset the timer
+   for (SimSetIterator itr(this); *itr; ++itr)
+   {
+      SimGroup* childGrp = dynamic_cast<SimGroup*>(*itr);
+      if (childGrp && childGrp->isSelected())
+      {
+         mStartUnloadTimerMS = Sim::getCurrentTime();
+         return; //if a child is selected, then we don't want to unload
+      }
+
+      for (SimSetIterator cldItr(childGrp); *cldItr; ++cldItr)
+      {
+         SimObject* chldChld = dynamic_cast<SimObject*>(*cldItr);
+         if (chldChld && chldChld->isSelected())
+         {
+            mStartUnloadTimerMS = Sim::getCurrentTime();
+            return; //if a child is selected, then we don't want to unload
+         }
+      }
+   }
+
+   _closeFile(true);
+   mLoaded = false;
+
+   for (U32 i = 0; i < mGameModesList.size(); i++)
+   {
+      mGameModesList[i]->onSubsceneUnloaded_callback();
+   }
+}
+
+bool SubScene::save()
+{
+   //if there's nothing TO save, don't bother
+   if (size() == 0 || !isLoaded())
+      return false;
+
+   if (mLevelAsset.isNull())
+      return false;
+
+   //If we're flagged for unload, push back the unload timer so we can't accidentally trip be saving partway through an unload
+   if (mStartUnloadTimerMS != -1)
+      mStartUnloadTimerMS = Sim::getCurrentTime();
+
+   StringTableEntry levelPath = mLevelAsset->getLevelPath();
+
+   for (SimGroup::iterator itr = begin(); itr != end(); itr++)
+   {
+      //Inform our objects we're saving, so if they do any special stuff
+      //they can do it before the actual write-out
+      SimGroup* sg = dynamic_cast<SimGroup*>(*itr);
+      if (sg)
+      {
+         ConsoleValue vars[3];
+         vars[2].setString(mLevelAssetId);
+         sg->callOnChildren("onSaving", 3, vars);
+      }
+
+      SceneObject* scO = dynamic_cast<SceneObject*>(*itr);
+      if (scO)
+      {
+         scO->onSaving_callback(mLevelAssetId);
+      }
+
+      SimObject* sO = static_cast<SimObject*>(*itr);
+      if (!sO->save(levelPath))
+      {
+         Con::errorf("SubScene::save() - error, failed to write object %s to file: %s", sO->getIdString(), levelPath);
+         return false;
+      }
+   }
+
+   //process our gameModeList and write it out to the levelAsset for metadata stashing
+   bool saveSuccess = false;
+
+   //Get the level asset
+   if (mLevelAsset.isNull())
+      return saveSuccess;
+
+   //update the gamemode list as well
+   mLevelAsset->setDataField(StringTable->insert("gameModesNames"), NULL, StringTable->insert(mGameModesNames));
+
+   //Finally, save
+   saveSuccess = mLevelAsset->saveAsset();
+
+   return saveSuccess;
+}
+
+void SubScene::_onSelected()
+{
+   if (!isLoaded() && isServerObject())
+      load();
+}
+
+void SubScene::_onUnselected()
+{
+}
+
+void SubScene::prepRenderImage(SceneRenderState* state)
+{
+   // only render if selected or render flag is set
+   if (/*!smRenderTriggers && */!isSelected())
+      return;
+
+   ObjectRenderInst* ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
+   ri->renderDelegate.bind(this, &SubScene::renderObject);
+   ri->type = RenderPassManager::RIT_Editor;
+   ri->translucentSort = true;
+   ri->defaultKey = 1;
+   state->getRenderPass()->addInst(ri);
+}
+
+void SubScene::renderObject(ObjectRenderInst* ri,
+   SceneRenderState* state,
+   BaseMatInstance* overrideMat)
+{
+   if (overrideMat)
+      return;
+
+   GFXStateBlockDesc desc;
+   desc.setZReadWrite(true, false);
+   desc.setBlend(true);
+
+   // Trigger polyhedrons are set up with outward facing normals and CCW ordering
+   // so can't enable backface culling.
+   desc.setCullMode(GFXCullNone);
+
+   GFXTransformSaver saver;
+
+   MatrixF mat = getRenderTransform();
+   GFX->multWorld(mat);
+
+   GFXDrawUtil* drawer = GFX->getDrawUtil();
+
+   //Box3F scale = getScale()
+   //Box3F bounds = Box3F(-m)
+
+   Point3F scale = getScale();
+   Box3F bounds = Box3F(-scale/2, scale/2);
+
+   ColorI boundsColor = ColorI(135, 206, 235, 50);
+
+   if (mGlobalLayer)
+      boundsColor = ColorI(200, 100, 100, 25);
+   else if (mLoaded)
+      boundsColor = ColorI(50, 200, 50, 50);
+
+   drawer->drawCube(desc, bounds, boundsColor);
+
+   // Render wireframe.
+
+   desc.setFillModeWireframe();
+   drawer->drawCube(desc, bounds, ColorI::BLACK);
+}
+
+DefineEngineMethod(SubScene, save, bool, (),,
+   "Save out the subScene.\n")
+{
+   return object->save();
+}
+
+
+DefineEngineMethod(SubScene, load, void, (), ,
+   "Loads the SubScene's level file.\n")
+{
+   object->load();
+}
+
+DefineEngineMethod(SubScene, unload, void, (), ,
+   "Unloads the SubScene's level file.\n")
+{
+   object->unload();
+}

+ 109 - 0
Engine/source/T3D/SubScene.h

@@ -0,0 +1,109 @@
+#pragma once
+#ifndef SUB_SCENE_H
+#define SUB_SCENE_H
+
+#ifndef SCENE_GROUP_H
+#include "SceneGroup.h"
+#endif
+#ifndef LEVEL_ASSET_H
+#include "assets/LevelAsset.h"
+#endif
+#ifndef GAME_MODE_H
+#include "gameMode.h"
+#endif
+
+class SubScene : public SceneGroup
+{
+   typedef SceneGroup Parent;
+
+public:
+   enum MaskBits
+   {
+      NextFreeMask = Parent::NextFreeMask << 0
+   };
+
+   void onLevelChanged() {}
+
+private:
+   DECLARE_LEVELASSET(SubScene, Level, onLevelChanged);
+
+   StringTableEntry mGameModesNames;
+   Vector<GameMode*> mGameModesList;
+
+   F32 mScopeDistance;
+
+   /// <summary>
+   /// How long we wait once every control object has left the SubScene's load boundary for us to unload the levelAsset.
+   /// </summary>
+   S32 mStartUnloadTimerMS;
+
+   bool mLoaded;
+   String mLoadIf;
+
+   bool mGlobalLayer;
+public:
+   SubScene();
+   virtual ~SubScene();
+
+   DECLARE_CONOBJECT(SubScene);
+   DECLARE_CATEGORY("Object \t Collection");
+
+   static void initPersistFields();
+   static void consoleInit();
+
+   // SimObject
+   bool onAdd() override;
+   void onRemove() override;
+
+   U32 packUpdate(NetConnection* conn, U32 mask, BitStream* stream) override;
+   void unpackUpdate(NetConnection* conn, BitStream* stream) override;
+
+   void addObject(SimObject* object);
+   void removeObject(SimObject* object);
+   //void onEditorEnable() override;
+   //void onEditorDisable() override;
+   void inspectPostApply() override;
+
+   bool testBox(const Box3F& testBox);
+
+   void _onSelected() override;
+   void _onUnselected() override;
+
+   static S32 mUnloadTimeoutMs;
+
+protected:
+   void write(Stream& stream, U32 tabStop, U32 flags = 0) override;
+
+   //
+   void _onFileChanged(const Torque::Path& path);
+   void _closeFile(bool removeFileNotify);
+   void _loadFile(bool addFileNotify);
+
+   //
+public:
+   void processTick(const Move* move) override;
+
+   //
+   void onInspect(GuiInspector* inspector) override;
+
+   void load();
+   void unload();
+
+   void prepRenderImage(SceneRenderState* state) override;
+   void renderObject(ObjectRenderInst* ri,
+      SceneRenderState* state,
+      BaseMatInstance* overrideMat);
+
+   bool isLoaded() { return mLoaded; }
+   void setUnloadTimeMS(S32 unloadTimeMS) {
+      mStartUnloadTimerMS = unloadTimeMS;
+   }
+   inline S32 getUnloadTimsMS() {
+      return mStartUnloadTimerMS;
+   }
+
+   bool save();
+
+   DECLARE_ASSET_SETGET(SubScene, Level);
+};
+#endif

+ 2 - 2
Engine/source/T3D/assets/ImageAsset.cpp

@@ -104,7 +104,7 @@ ConsoleSetType(TypeImageAssetId)
    }
 
    // Warn.
-   Con::warnf("(TypeAssetId) - Cannot set multiple args to a single asset.");
+   Con::warnf("(TypeImageAssetId) - Cannot set multiple args to a single asset.");
 }
 //-----------------------------------------------------------------------------
 
@@ -748,7 +748,7 @@ void GuiInspectorTypeImageAssetPtr::setPreviewImage(StringTableEntry assetId)
 IMPLEMENT_CONOBJECT(GuiInspectorTypeImageAssetId);
 
 ConsoleDocClass(GuiInspectorTypeImageAssetId,
-   "@brief Inspector field type for Shapes\n\n"
+   "@brief Inspector field type for Images\n\n"
    "Editor use only.\n\n"
    "@internal"
 );

+ 124 - 4
Engine/source/T3D/assets/LevelAsset.cpp

@@ -42,12 +42,14 @@
 
 // Debug Profiling.
 #include "platform/profiler.h"
+#include "gfx/gfxDrawUtil.h"
+
 
 //-----------------------------------------------------------------------------
 
 IMPLEMENT_CONOBJECT(LevelAsset);
 
-ConsoleType(LevelAssetPtr, TypeLevelAssetPtr, const char*, ASSET_ID_FIELD_PREFIX)
+ConsoleType(LevelAssetPtr, TypeLevelAssetPtr, const char*, "")
 
 //-----------------------------------------------------------------------------
 
@@ -74,6 +76,28 @@ ConsoleSetType(TypeLevelAssetPtr)
    Con::warnf("(TypeLevelAssetPtr) - Cannot set multiple args to a single asset.");
 }
 
+//-----------------------------------------------------------------------------
+ConsoleType(assetIdString, TypeLevelAssetId, const char*, "")
+
+ConsoleGetType(TypeLevelAssetId)
+{
+   // Fetch asset Id.
+   return *((const char**)(dptr));
+}
+
+ConsoleSetType(TypeLevelAssetId)
+{
+   // Was a single argument specified?
+   if (argc == 1)
+   {
+      *((const char**)dptr) = StringTable->insert(argv[0]);
+
+      return;
+   }
+
+   // Warn.
+   Con::warnf("(TypeLevelAssetId) - Cannot set multiple args to a single asset.");
+}
 //-----------------------------------------------------------------------------
 
 LevelAsset::LevelAsset() : AssetBase(), mIsSubLevel(false)
@@ -91,7 +115,7 @@ LevelAsset::LevelAsset() : AssetBase(), mIsSubLevel(false)
    mForestPath = StringTable->EmptyString();
    mNavmeshPath = StringTable->EmptyString();
 
-   mGamemodeName = StringTable->EmptyString();
+   mGameModesNames = StringTable->EmptyString();
    mMainLevelAsset = StringTable->EmptyString();
 
    mEditorFile = StringTable->EmptyString();
@@ -134,7 +158,7 @@ void LevelAsset::initPersistFields()
       &setBakedSceneFile, &getBakedSceneFile, "Path to the level file with the objects generated as part of the baking process");
 
    addField("isSubScene", TypeBool, Offset(mIsSubLevel, LevelAsset), "Is this a sublevel to another Scene");
-   addField("gameModeName", TypeString, Offset(mGamemodeName, LevelAsset), "Name of the Game Mode to be used with this level");
+   addField("gameModesNames", TypeString, Offset(mGameModesNames, LevelAsset), "Name of the Game Mode to be used with this level");
 }
 
 //------------------------------------------------------------------------------
@@ -357,7 +381,7 @@ void LevelAsset::unloadDependencies()
    }
 }
 
-DefineEngineMethod(LevelAsset, getLevelPath, const char*, (),,
+DefineEngineMethod(LevelAsset, getLevelPath, const char*, (), ,
    "Gets the full path of the asset's defined level file.\n"
    "@return The string result of the level path")
 {
@@ -417,3 +441,99 @@ DefineEngineMethod(LevelAsset, unloadDependencies, void, (), ,
 {
    return object->unloadDependencies();
 }
+
+//-----------------------------------------------------------------------------
+// GuiInspectorTypeAssetId
+//-----------------------------------------------------------------------------
+
+IMPLEMENT_CONOBJECT(GuiInspectorTypeLevelAssetPtr);
+
+ConsoleDocClass(GuiInspectorTypeLevelAssetPtr,
+   "@brief Inspector field type for Shapes\n\n"
+   "Editor use only.\n\n"
+   "@internal"
+);
+
+void GuiInspectorTypeLevelAssetPtr::consoleInit()
+{
+   Parent::consoleInit();
+
+   ConsoleBaseType::getType(TypeLevelAssetPtr)->setInspectorFieldType("GuiInspectorTypeLevelAssetPtr");
+}
+
+GuiControl* GuiInspectorTypeLevelAssetPtr::constructEditControl()
+{
+   // Create base filename edit controls
+   GuiControl* retCtrl = Parent::constructEditControl();
+   if (retCtrl == NULL)
+      return retCtrl;
+
+   // Change filespec
+   char szBuffer[512];
+   dSprintf(szBuffer, sizeof(szBuffer), "AssetBrowser.showDialog(\"LevelAsset\", \"AssetBrowser.changeAsset\", %s, \"\");",
+      getIdString());
+   mBrowseButton->setField("Command", szBuffer);
+
+   setDataField(StringTable->insert("targetObject"), NULL, mInspector->getInspectObject()->getIdString());
+
+   // Create "Open in Editor" button
+   mEditButton = new GuiBitmapButtonCtrl();
+
+   dSprintf(szBuffer, sizeof(szBuffer), "$createAndAssignField = %s; AssetBrowser.setupCreateNewAsset(\"LevelAsset\", AssetBrowser.selectedModule, \"createAndAssignLevelAsset\");",
+      getIdString());
+   mEditButton->setField("Command", szBuffer);
+
+   char bitmapName[512] = "ToolsModule:iconAdd_image";
+   mEditButton->setBitmap(StringTable->insert(bitmapName));
+
+   mEditButton->setDataField(StringTable->insert("Profile"), NULL, "GuiButtonProfile");
+   mEditButton->setDataField(StringTable->insert("tooltipprofile"), NULL, "GuiToolTipProfile");
+   mEditButton->setDataField(StringTable->insert("hovertime"), NULL, "1000");
+   mEditButton->setDataField(StringTable->insert("tooltip"), NULL, "Test play this sound");
+
+   mEditButton->registerObject();
+   addObject(mEditButton);
+
+   return retCtrl;
+}
+
+bool GuiInspectorTypeLevelAssetPtr::updateRects()
+{
+   S32 dividerPos, dividerMargin;
+   mInspector->getDivider(dividerPos, dividerMargin);
+   Point2I fieldExtent = getExtent();
+   Point2I fieldPos = getPosition();
+
+   mCaptionRect.set(0, 0, fieldExtent.x - dividerPos - dividerMargin, fieldExtent.y);
+   mEditCtrlRect.set(fieldExtent.x - dividerPos + dividerMargin, 1, dividerPos - dividerMargin - 34, fieldExtent.y);
+
+   bool resized = mEdit->resize(mEditCtrlRect.point, mEditCtrlRect.extent);
+   if (mBrowseButton != NULL)
+   {
+      mBrowseRect.set(fieldExtent.x - 32, 2, 14, fieldExtent.y - 4);
+      resized |= mBrowseButton->resize(mBrowseRect.point, mBrowseRect.extent);
+   }
+
+   if (mEditButton != NULL)
+   {
+      RectI shapeEdRect(fieldExtent.x - 16, 2, 14, fieldExtent.y - 4);
+      resized |= mEditButton->resize(shapeEdRect.point, shapeEdRect.extent);
+   }
+
+   return resized;
+}
+
+IMPLEMENT_CONOBJECT(GuiInspectorTypeLevelAssetId);
+
+ConsoleDocClass(GuiInspectorTypeLevelAssetId,
+   "@brief Inspector field type for Levels\n\n"
+   "Editor use only.\n\n"
+   "@internal"
+);
+
+void GuiInspectorTypeLevelAssetId::consoleInit()
+{
+   Parent::consoleInit();
+
+   ConsoleBaseType::getType(TypeLevelAssetId)->setInspectorFieldType("GuiInspectorTypeLevelAssetId");
+}

+ 94 - 3
Engine/source/T3D/assets/LevelAsset.h

@@ -40,6 +40,11 @@
 #endif
 #include "T3D/assets/ImageAsset.h"
 
+#ifndef _GUI_INSPECTOR_TYPES_H_
+#include "gui/editor/guiInspectorTypes.h"
+#endif
+#include <gui/controls/guiBitmapCtrl.h>
+
 //-----------------------------------------------------------------------------
 class LevelAsset : public AssetBase
 {
@@ -64,7 +69,7 @@ class LevelAsset : public AssetBase
    bool                    mIsSubLevel;
    StringTableEntry        mMainLevelAsset;
 
-   StringTableEntry        mGamemodeName;
+   StringTableEntry        mGameModesNames;
 
    Vector<AssetBase*>      mAssetDependencies;
 
@@ -114,7 +119,7 @@ public:
    U32 load() override { return Ok; };
 
 protected:
-   static bool setLevelFile(void *obj, const char *index, const char *data) { static_cast<LevelAsset*>(obj)->setLevelFile(data); return false; }
+   static bool setLevelFile(void* obj, const char* index, const char* data) { static_cast<LevelAsset*>(obj)->setLevelFile(data); return false; }
    static const char* getLevelFile(void* obj, const char* data) { return static_cast<LevelAsset*>(obj)->getLevelFile(); }
 
    static bool setEditorFile(void* obj, const char* index, const char* data) { static_cast<LevelAsset*>(obj)->setEditorFile(data); return false; }
@@ -135,10 +140,96 @@ protected:
 
    void            initializeAsset(void) override;
    void            onAssetRefresh(void) override;
-   void                    loadAsset();
+   void            loadAsset();
+
+   typedef Signal<void()> LevelAssetChanged;
+   LevelAssetChanged mChangeSignal;
+
+public:
+   LevelAssetChanged& getChangedSignal() { return mChangeSignal; }
 };
 
+#ifdef TORQUE_TOOLS
+class GuiInspectorTypeLevelAssetPtr : public GuiInspectorTypeFileName
+{
+   typedef GuiInspectorTypeFileName Parent;
+public:
+
+   GuiBitmapButtonCtrl* mEditButton;
+
+   DECLARE_CONOBJECT(GuiInspectorTypeLevelAssetPtr);
+   static void consoleInit();
+
+   GuiControl* constructEditControl() override;
+   bool updateRects() override;
+};
+
+class GuiInspectorTypeLevelAssetId : public GuiInspectorTypeLevelAssetPtr
+{
+   typedef GuiInspectorTypeLevelAssetPtr Parent;
+public:
+
+   DECLARE_CONOBJECT(GuiInspectorTypeLevelAssetId);
+   static void consoleInit();
+};
+#endif
+
+
 DefineConsoleType(TypeLevelAssetPtr, LevelAsset)
+DefineConsoleType(TypeLevelAssetId, String)
+
+#pragma region Singular Asset Macros
+
+//Singular assets
+/// <Summary>
+/// Declares an level asset
+/// This establishes the assetId, asset and legacy filepath fields, along with supplemental getter and setter functions
+/// </Summary>
+#define DECLARE_LEVELASSET(className, name, changeFunc) public: \
+   StringTableEntry m##name##AssetId;\
+   AssetPtr<LevelAsset>  m##name##Asset;\
+public: \
+   const AssetPtr<LevelAsset> & get##name##Asset() const { return m##name##Asset; }\
+   void set##name##Asset(const AssetPtr<LevelAsset> &_in) { m##name##Asset = _in;}\
+   \
+   bool _set##name(StringTableEntry _in)\
+   {\
+      if(m##name##AssetId != _in)\
+      {\
+         if (m##name##Asset.notNull())\
+         {\
+            m##name##Asset->getChangedSignal().remove(this, &className::changeFunc);\
+         }\
+         if (_in == NULL || _in == StringTable->EmptyString())\
+         {\
+            m##name##AssetId = StringTable->EmptyString();\
+            m##name##Asset = NULL;\
+            return true;\
+         }\
+         if (AssetDatabase.isDeclaredAsset(_in))\
+         {\
+            m##name##AssetId = _in;\
+            m##name##Asset = _in;\
+            return true;\
+         }\
+      }\
+      \
+      if(get##name() == StringTable->EmptyString())\
+         return true;\
+      \
+      return false;\
+   }\
+   \
+   const StringTableEntry get##name() const\
+   {\
+      return m##name##AssetId;\
+   }\
+   bool name##Valid() {return (get##name() != StringTable->EmptyString() && m##name##Asset->getStatus() == AssetBase::Ok); }
+
+#define INITPERSISTFIELD_LEVELASSET(name, consoleClass, docs) \
+   addProtectedField(assetText(name, Asset), TypeLevelAssetId, Offset(m##name##AssetId, consoleClass), _set##name##Data, &defaultProtectedGetFn, assetDoc(name, asset docs.));
+
+#pragma endregion
 
 #endif // _ASSET_BASE_H_
 

+ 460 - 0
Engine/source/T3D/gameMode.cpp

@@ -0,0 +1,460 @@
+#include "gameMode.h"
+
+#ifdef TORQUE_TOOLS
+#include "gui/containers/guiDynamicCtrlArrayCtrl.h"
+#endif
+
+#include "console/arrayObject.h"
+
+IMPLEMENT_CONOBJECT(GameMode);
+
+IMPLEMENT_CALLBACK(GameMode, onActivated, void, (), (),
+   "@brief Called when a gamemode is activated.\n\n");
+IMPLEMENT_CALLBACK(GameMode, onDeactivated, void, (), (),
+   "@brief Called when a gamemode is deactivated.\n\n");
+IMPLEMENT_CALLBACK(GameMode, onSceneLoaded, void, (), (),
+   "@brief Called when a scene has been loaded and has game mode implications.\n\n");
+IMPLEMENT_CALLBACK(GameMode, onSceneUnloaded, void, (), (),
+   "@brief Called when a scene has been unloaded and has game mode implications.\n\n");
+IMPLEMENT_CALLBACK(GameMode, onSubsceneLoaded, void, (), (),
+   "@brief Called when a subScene has been loaded and has game mode implications.\n\n");
+IMPLEMENT_CALLBACK(GameMode, onSubsceneUnloaded, void, (), (),
+   "@brief Called when a subScene has been unloaded and has game mode implications.\n\n");
+
+
+ConsoleType(GameModeList, TypeGameModeList, const char*, "")
+
+ConsoleGetType(TypeGameModeList)
+{
+   // Fetch asset Id.
+   return *((const char**)(dptr));
+}
+
+//-----------------------------------------------------------------------------
+
+ConsoleSetType(TypeGameModeList)
+{
+   // Was a single argument specified?
+   if (argc == 1)
+   {
+      // Yes, so fetch field value.
+      *((const char**)dptr) = StringTable->insert(argv[0]);
+
+      return;
+   }
+
+   // Warn.
+   //Con::warnf("(TypeGameModeList) - Cannot set multiple args to a single asset.");
+}
+
+GameMode::GameMode() :
+   mGameModeName(StringTable->EmptyString()),
+   mGameModeDesc(StringTable->EmptyString()),
+   mIsActive(false),
+   mIsAlwaysActive(false)
+{
+   INIT_ASSET(PreviewImage);
+}
+
+void GameMode::initPersistFields()
+{
+     Parent::initPersistFields();
+
+     addField("gameModeName", TypeString, Offset(mGameModeName, GameMode), "Human-readable name of the gamemode");
+     addField("description", TypeString, Offset(mGameModeDesc, GameMode), "Description of the gamemode");
+
+     INITPERSISTFIELD_IMAGEASSET(PreviewImage, GameMode, "Preview Image");
+
+     addField("active", TypeBool, Offset(mIsActive, GameMode), "Is the gamemode active");
+     addField("alwaysActive", TypeBool, Offset(mIsAlwaysActive, GameMode), "Is the gamemode always active");
+}
+
+bool GameMode::onAdd()
+{
+   if (!Parent::onAdd())
+      return false;
+
+   return true;
+}
+
+void GameMode::onRemove()
+{
+   Parent::onRemove();
+}
+
+void GameMode::findGameModes(const char* gameModeList, Vector<GameMode*> *outGameModes)
+{
+   if (outGameModes == nullptr)
+      return;
+
+   Vector<String> gameModeNames;
+   U32 uCount = StringUnit::getUnitCount(gameModeList, ";");
+   for (U32 i = 0; i < uCount; i++)
+   {
+      String name = StringUnit::getUnit(gameModeList, i, ";");
+      if (!name.isEmpty())
+         gameModeNames.push_back(name);
+   }
+
+   for (U32 i = 0; i < gameModeNames.size(); i++)
+   {
+      GameMode* gm;
+      if (Sim::findObject(gameModeNames[i].c_str(), gm))
+      {
+         outGameModes->push_back(gm);
+      }
+   }
+}
+
+void GameMode::setActive(const bool& active)
+{
+   mIsActive = active;
+   if (mIsActive)
+      onActivated_callback();
+   else
+      onDeactivated_callback();
+}
+
+void GameMode::setAlwaysActive(const bool& alwaysActive)
+{
+   mIsAlwaysActive = alwaysActive;
+}
+
+DefineEngineMethod(GameMode, isActive, bool, (), ,
+   "Returns if the GameMode is currently active.\n"
+   "@return The active status of the GameMode")
+{
+   return object->isActive();
+}
+
+DefineEngineMethod(GameMode, setActive, void, (bool active), (true),
+   "Sets the active state of the GameMode.\n"
+   "@param active A bool of the state the GameMode should be set to")
+{
+   object->setActive(active);
+}
+
+DefineEngineMethod(GameMode, isALwaysActive, bool, (), ,
+   "Returns if the GameMode is currently active.\n"
+   "@return The active status of the GameMode")
+{
+   return object->isActive();
+}
+
+DefineEngineMethod(GameMode, setAlwaysActive, void, (bool alwaysActive), (true),
+   "Sets the active state of the GameMode.\n"
+   "@param active A bool of the state the GameMode should be set to")
+{
+   object->setAlwaysActive(alwaysActive);
+}
+
+DefineEngineFunction(getGameModesList, ArrayObject*, (), , "")
+{
+   ArrayObject* dictionary = new ArrayObject();
+   dictionary->registerObject();
+
+   char activeValBuffer[16];
+
+   for (SimGroup::iterator itr = Sim::getRootGroup()->begin(); itr != Sim::getRootGroup()->end(); itr++)
+   {
+      GameMode* gm = dynamic_cast<GameMode*>(*itr);
+      if (gm)
+      {
+         dSprintf(activeValBuffer, 16, "%d", (gm->mIsActive || gm->mIsAlwaysActive));
+         dictionary->push_back(gm->getName(), activeValBuffer);
+      }
+   }
+
+   return dictionary;
+}
+
+//-----------------------------------------------------------------------------
+// GuiInspectorTypeAssetId
+//-----------------------------------------------------------------------------
+#ifdef TORQUE_TOOLS
+
+GuiInspectorTypeGameModeList::GuiInspectorTypeGameModeList()
+   : mHelper(NULL),
+   mRollout(NULL),
+   mArrayCtrl(NULL)
+{
+
+}
+IMPLEMENT_CONOBJECT(GuiInspectorTypeGameModeList);
+
+ConsoleDocClass(GuiInspectorTypeGameModeList,
+   "@brief Inspector field type for selecting GameModes\n\n"
+   "Editor use only.\n\n"
+   "@internal"
+);
+
+bool GuiInspectorTypeGameModeList::onAdd()
+{
+   // Skip our parent because we aren't using mEditCtrl
+   // and according to our parent that would be cause to fail onAdd.
+   if (!Parent::Parent::onAdd())
+      return false;
+
+   if (!mInspector)
+      return false;
+
+   //build out our list of gamemodes
+   Vector<GameMode*> gameModesList;
+
+   for (SimGroup::iterator itr = Sim::getRootGroup()->begin(); itr != Sim::getRootGroup()->end(); itr++)
+   {
+      GameMode* gm = dynamic_cast<GameMode*>(*itr);
+      if (gm)
+         gameModesList.push_back(gm);
+   }
+   
+   static StringTableEntry sProfile = StringTable->insert("profile");
+   setDataField(sProfile, NULL, "GuiInspectorFieldProfile");
+   setBounds(0, 0, 100, 18);
+
+   // Allocate our children controls...
+
+   mRollout = new GuiRolloutCtrl();
+   mRollout->setMargin(14, 0, 0, 0);
+   mRollout->setCanCollapse(false);
+   mRollout->registerObject();
+   addObject(mRollout);
+
+   mArrayCtrl = new GuiDynamicCtrlArrayControl();
+   mArrayCtrl->setDataField(sProfile, NULL, "GuiInspectorBitMaskArrayProfile");
+   mArrayCtrl->setField("autoCellSize", "true");
+   mArrayCtrl->setField("fillRowFirst", "true");
+   mArrayCtrl->setField("dynamicSize", "true");
+   mArrayCtrl->setField("rowSpacing", "4");
+   mArrayCtrl->setField("colSpacing", "1");
+   mArrayCtrl->setField("frozen", "true");
+   mArrayCtrl->registerObject();
+
+   mRollout->addObject(mArrayCtrl);
+
+   GuiCheckBoxCtrl* pCheckBox = NULL;
+
+   for (S32 i = 0; i < gameModesList.size(); i++)
+   {
+      pCheckBox = new GuiCheckBoxCtrl();
+      pCheckBox->setText(gameModesList[i]->getName());
+      pCheckBox->registerObject();
+      mArrayCtrl->addObject(pCheckBox);
+
+      pCheckBox->autoSize();
+
+      // Override the normal script callbacks for GuiInspectorTypeCheckBox
+      char szBuffer[512];
+      dSprintf(szBuffer, 512, "%d.applyValue();", getId());
+      pCheckBox->setField("Command", szBuffer);
+   }
+
+   mArrayCtrl->setField("frozen", "false");
+   mArrayCtrl->refresh();
+
+   mHelper = new GuiInspectorTypeGameModeListHelper();
+   mHelper->init(mInspector, mParent);
+   mHelper->mParentRollout = mRollout;
+   mHelper->mParentField = this;
+   mHelper->setInspectorField(mField, mCaption, mFieldArrayIndex);
+   mHelper->registerObject();
+   mHelper->setExtent(pCheckBox->getExtent());
+   mHelper->setPosition(0, 0);
+   mRollout->addObject(mHelper);
+
+   mRollout->sizeToContents();
+   mRollout->instantCollapse();
+
+   updateValue();
+
+   return true;
+}
+
+void GuiInspectorTypeGameModeList::consoleInit()
+{
+   Parent::consoleInit();
+
+   ConsoleBaseType::getType(TypeGameModeList)->setInspectorFieldType("GuiInspectorTypeGameModeList");
+}
+
+void GuiInspectorTypeGameModeList::childResized(GuiControl* child)
+{
+   setExtent(mRollout->getExtent());
+}
+
+bool GuiInspectorTypeGameModeList::resize(const Point2I& newPosition, const Point2I& newExtent)
+{
+   if (!Parent::resize(newPosition, newExtent))
+      return false;
+
+   // Hack... height of 18 is hardcoded
+   return mHelper->resize(Point2I(0, 0), Point2I(newExtent.x, 18));
+}
+
+bool GuiInspectorTypeGameModeList::updateRects()
+{
+   if (!mRollout)
+      return false;
+
+   bool result = mRollout->setExtent(getExtent());
+
+   for (U32 i = 0; i < mArrayCtrl->size(); i++)
+   {
+      GuiInspectorField* pField = dynamic_cast<GuiInspectorField*>(mArrayCtrl->at(i));
+      if (pField)
+         if (pField->updateRects())
+            result = true;
+   }
+
+   if (mHelper && mHelper->updateRects())
+      result = true;
+
+   return result;
+}
+
+StringTableEntry GuiInspectorTypeGameModeList::getValue()
+{
+   if (!mRollout)
+      return StringTable->insert("");
+
+   String results = "";
+
+   for (U32 i = 0; i < mArrayCtrl->size(); i++)
+   {
+      GuiCheckBoxCtrl* pCheckBox = dynamic_cast<GuiCheckBoxCtrl*>(mArrayCtrl->at(i));
+
+      if (pCheckBox->getStateOn())
+         results += pCheckBox->getText() + String(";");
+   }
+
+   if (!results.isEmpty())
+      return StringTable->insert(results.c_str());
+   else
+      return StringTable->EmptyString();
+}
+
+void GuiInspectorTypeGameModeList::setValue(StringTableEntry value)
+{
+   Vector<String> gameModeNames;
+   U32 uCount = StringUnit::getUnitCount(value, ";");
+   for (U32 i = 0; i < uCount; i++)
+   {
+      String name = StringUnit::getUnit(value, i, ";");
+      if (!name.isEmpty())
+         gameModeNames.push_back(name);
+   }
+
+   for (U32 i = 0; i < mArrayCtrl->size(); i++)
+   {
+      GuiCheckBoxCtrl* pCheckBox = dynamic_cast<GuiCheckBoxCtrl*>(mArrayCtrl->at(i));
+
+      for (U32 m = 0; m < gameModeNames.size(); m++)
+      {
+         if (gameModeNames[m].equal(pCheckBox->getText()))
+         {
+            pCheckBox->setStateOn(true);
+         }
+      }
+   }
+
+   mHelper->setValue(value);
+}
+
+void GuiInspectorTypeGameModeList::updateData()
+{
+   StringTableEntry data = getValue();
+   setData(data);
+}
+
+DefineEngineMethod(GuiInspectorTypeGameModeList, applyValue, void, (), , "")
+{
+   object->updateData();
+}
+
+GuiInspectorTypeGameModeListHelper::GuiInspectorTypeGameModeListHelper()
+   : mButton(NULL),
+   mParentRollout(NULL),
+   mParentField(NULL)
+{
+}
+
+IMPLEMENT_CONOBJECT(GuiInspectorTypeGameModeListHelper);
+
+ConsoleDocClass(GuiInspectorTypeGameModeListHelper,
+   "@brief Inspector field type support for GameModes lists.\n\n"
+   "Editor use only.\n\n"
+   "@internal"
+);
+
+GuiControl* GuiInspectorTypeGameModeListHelper::constructEditControl()
+{
+   GuiControl* retCtrl = new GuiTextEditCtrl();
+   retCtrl->setDataField(StringTable->insert("profile"), NULL, "GuiInspectorTextEditProfile");
+   retCtrl->setField("hexDisplay", "true");
+
+   _registerEditControl(retCtrl);
+
+   char szBuffer[512];
+   dSprintf(szBuffer, 512, "%d.apply(%d.getText());", mParentField->getId(), retCtrl->getId());
+   retCtrl->setField("AltCommand", szBuffer);
+   retCtrl->setField("Validate", szBuffer);
+
+   mButton = new GuiBitmapButtonCtrl();
+
+   RectI browseRect(Point2I((getLeft() + getWidth()) - 26, getTop() + 2), Point2I(20, getHeight() - 4));
+   dSprintf(szBuffer, 512, "%d.toggleExpanded(false);", mParentRollout->getId());
+   mButton->setField("Command", szBuffer);
+   mButton->setField("buttonType", "ToggleButton");
+   mButton->setDataField(StringTable->insert("Profile"), NULL, "GuiInspectorButtonProfile");
+   mButton->setBitmap(StringTable->insert("ToolsModule:arrowBtn_N_image"));
+   mButton->setStateOn(true);
+   mButton->setExtent(16, 16);
+   mButton->registerObject();
+   addObject(mButton);
+
+   mButton->resize(browseRect.point, browseRect.extent);
+
+   return retCtrl;
+}
+
+bool GuiInspectorTypeGameModeListHelper::resize(const Point2I& newPosition, const Point2I& newExtent)
+{
+   if (!Parent::resize(newPosition, newExtent))
+      return false;
+
+   if (mEdit != NULL)
+   {
+      return updateRects();
+   }
+
+   return false;
+}
+
+bool GuiInspectorTypeGameModeListHelper::updateRects()
+{
+   S32 dividerPos, dividerMargin;
+   mInspector->getDivider(dividerPos, dividerMargin);
+   Point2I fieldExtent = getExtent();
+   Point2I fieldPos = getPosition();
+
+   mCaptionRect.set(0, 0, fieldExtent.x - dividerPos - dividerMargin, fieldExtent.y);
+   mEditCtrlRect.set(fieldExtent.x - dividerPos + dividerMargin, 1, dividerPos - dividerMargin - 32, fieldExtent.y);
+
+   bool editResize = mEdit->resize(mEditCtrlRect.point, mEditCtrlRect.extent);
+   bool buttonResize = false;
+
+   if (mButton != NULL)
+   {
+      mButtonRect.set(fieldExtent.x - 26, 2, 16, 16);
+      buttonResize = mButton->resize(mButtonRect.point, mButtonRect.extent);
+   }
+
+   return (editResize || buttonResize);
+}
+
+void GuiInspectorTypeGameModeListHelper::setValue(StringTableEntry newValue)
+{
+   GuiTextEditCtrl* edit = dynamic_cast<GuiTextEditCtrl*>(mEdit);
+   edit->setText(newValue);
+}
+#endif

+ 114 - 0
Engine/source/T3D/gameMode.h

@@ -0,0 +1,114 @@
+#pragma once
+#ifndef GAME_MODE_H
+#define GAME_MODE_H
+
+#ifdef TORQUE_TOOLS
+#ifndef _GUI_INSPECTOR_TYPES_H_
+#include "gui/editor/guiInspectorTypes.h"
+#endif
+#endif
+
+
+#include "T3D/assets/ImageAsset.h"
+
+class GameMode : public SimObject
+{
+   typedef SimObject Parent;
+private:
+   StringTableEntry mGameModeName;
+   StringTableEntry mGameModeDesc;
+
+   DECLARE_IMAGEASSET(GameMode, PreviewImage, previewChange, GFXStaticTextureSRGBProfile);
+   DECLARE_ASSET_SETGET(GameMode, PreviewImage);
+
+   bool mIsActive;
+   bool mIsAlwaysActive;
+
+public:
+
+   GameMode();
+   ~GameMode() = default;
+   static void initPersistFields();
+   bool onAdd() override;
+   void onRemove() override;
+
+   bool isActive() { return mIsActive; }
+   void setActive(const bool& active);
+
+   bool isAlwaysActive() { return mIsAlwaysActive; }
+   void setAlwaysActive(const bool& alwaysActive);
+
+   DECLARE_CONOBJECT(GameMode);
+
+   static void findGameModes(const char* gameModeList, Vector<GameMode*>* outGameModes);
+
+   void previewChange() {}
+
+   DECLARE_CALLBACK(void, onActivated, ());
+   DECLARE_CALLBACK(void, onDeactivated, ());
+   DECLARE_CALLBACK(void, onSceneLoaded, ());
+   DECLARE_CALLBACK(void, onSceneUnloaded, ());
+   DECLARE_CALLBACK(void, onSubsceneLoaded, ());
+   DECLARE_CALLBACK(void, onSubsceneUnloaded, ());
+};
+
+DefineConsoleType(TypeGameModeList, String)
+
+#ifdef TORQUE_TOOLS
+class GuiInspectorTypeGameModeListHelper;
+
+class GuiInspectorTypeGameModeList : public GuiInspectorField
+{
+   typedef GuiInspectorField Parent;
+public:
+
+   GuiInspectorTypeGameModeListHelper* mHelper;
+   GuiRolloutCtrl* mRollout;
+   GuiDynamicCtrlArrayControl* mArrayCtrl;
+   Vector<GuiInspectorField*> mChildren;
+
+   GuiBitmapButtonCtrl* mButton;
+   RectI mButtonRect;
+
+   DECLARE_CONOBJECT(GuiInspectorTypeGameModeList);
+
+   GuiInspectorTypeGameModeList();
+
+   // ConsoleObject
+   bool onAdd() override;
+   static void consoleInit();
+
+   // GuiInspectorField
+   bool resize(const Point2I& newPosition, const Point2I& newExtent) override;
+   void childResized(GuiControl* child) override;
+   bool updateRects() override;
+   void updateData() override;
+   StringTableEntry getValue() override;
+   void setValue(StringTableEntry value) override;
+};
+
+class GuiInspectorTypeGameModeListHelper : public GuiInspectorField
+{
+   typedef GuiInspectorField Parent;
+
+public:
+
+   GuiInspectorTypeGameModeListHelper();
+
+   DECLARE_CONOBJECT(GuiInspectorTypeGameModeListHelper);
+
+   GuiBitmapButtonCtrl* mButton;
+   GuiRolloutCtrl* mParentRollout;
+   GuiInspectorTypeGameModeList* mParentField;
+   RectI mButtonRect;
+
+   //-----------------------------------------------------------------------------
+   // Override able methods for custom edit fields
+   //-----------------------------------------------------------------------------
+   GuiControl* constructEditControl() override;
+   bool               resize(const Point2I& newPosition, const Point2I& newExtent) override;
+   bool               updateRects() override;
+   void               setValue(StringTableEntry value) override;
+};
+#endif
+#endif

+ 7 - 0
Engine/source/gui/core/guiControl.h

@@ -372,6 +372,13 @@ class GuiControl : public SimGroup
       
       inline const S32        getHorizSizing() const { return mHorizSizing; }
       inline const S32        getVertSizing() const { return mVertSizing; }
+
+      void        setHorizSizing(horizSizingOptions horizSizing) {
+         mHorizSizing = horizSizing;
+      }
+      void        setVertSizing(vertSizingOptions vertSizing) {
+         mVertSizing = vertSizing;
+      }
       
       /// @}
       

+ 5 - 0
Engine/source/scene/sceneObject.cpp

@@ -2013,3 +2013,8 @@ void SceneObject::onNewParent(SceneObject *newParent) { if (isServerObject()) on
 void SceneObject::onLostParent(SceneObject *oldParent) { if (isServerObject()) onLostParent_callback(oldParent); }
 void SceneObject::onNewChild(SceneObject *newKid) { if (isServerObject()) onNewChild_callback(newKid); }
 void SceneObject::onLostChild(SceneObject *lostKid) { if (isServerObject()) onLostChild_callback(lostKid); }
+
+IMPLEMENT_CALLBACK(SceneObject, onSaving, void, (const char* fileName), (fileName),
+   "@brief Called when a saving is occuring to allow objects to special-handle prepwork for saving if required.\n\n"
+
+   "@param fileName The level file being saved\n");

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

@@ -913,6 +913,8 @@ class SceneObject : public NetObject, public ProcessObject
    DECLARE_CALLBACK(void, onLostChild, (SceneObject *subObject));
 // PATHSHAPE END
 
+   DECLARE_CALLBACK(void, onSaving, (const char* fileName));
+
    virtual void getUtilizedAssets(Vector<StringTableEntry>* usedAssetsList) {}
 };
 

+ 15 - 5
Templates/BaseGame/game/core/utility/scripts/helperFunctions.tscript

@@ -325,6 +325,8 @@ function replaceInFile(%fileName, %fromWord, %toWord)
    //Go through our scriptfile and replace the old namespace with the new
    %editedFileContents = "";
    
+   %lineArray = new ArrayObject(){};
+   
    %file = new FileObject();
    if ( %file.openForRead( %fileName ) ) 
    {
@@ -334,6 +336,8 @@ function replaceInFile(%fileName, %fromWord, %toWord)
          %line = trim( %line );
          
          %editedFileContents = %editedFileContents @ strreplace(%line, %fromWord, %toWord) @ "\n";
+         
+         %lineArray.add(strreplace(%line, %fromWord, %toWord));
       }
       
       %file.close();
@@ -341,12 +345,18 @@ function replaceInFile(%fileName, %fromWord, %toWord)
    
    if(%editedFileContents !$= "")
    {
-      %file.openForWrite(%fileName);
-      
-      %file.writeline(%editedFileContents);
-      
-      %file.close();
+      if( %file.openForWrite(%fileName) )
+      {
+         for(%i=0; %i < %lineArray.getCount(); %i++)
+         {
+            %file.writeline(%lineArray.getKey(%i));
+         }
+         
+         %file.close();
+      }
    }
+   
+   %lineArray.delete();
 }
 
 //------------------------------------------------------------------------------

+ 14 - 44
Templates/BaseGame/game/core/utility/scripts/scene.tscript

@@ -1,52 +1,22 @@
 function callGamemodeFunction(%gameModeFuncName, %arg0, %arg1, %arg2, %arg3, %arg4, %arg5, %arg6)
 {
-   %activeSceneCount = getSceneCount();
-      
-   %hasGameMode = 0;
-   for(%i=0; %i < %activeSceneCount; %i++)
+   %validGameModeCall = false;
+   %gamemodeList = getGameModesList();
+   %gameModeCount = %gamemodeList.count();
+   for(%i=0; %i < %gameModeCount; %i++)
    {
-      %gamemodeName = getScene(%i).gameModeName;
-      if(%gamemodeName !$= "")
+      %gameModeObj = %gamemodeList.getKey(%i);
+      %active = %gamemodeList.getValue(%i);
+      
+      if(!isObject(%gameModeObj) || !%active)
+         continue;
+      
+      if(%gameModeObj.isMethod(%gameModeFuncName))
       {
-         //if the scene defines a game mode, go ahead and envoke it here
-         if(isObject(%gamemodeName) && %gamemodeName.isMethod(%gameModeFuncName))
-         {
-            eval(%gamemodeName @ "."@%gameModeFuncName@"(\""@%arg0@"\", \""@%arg1@"\", \""@%arg2@"\", \""@%arg3@"\", \""@%arg4@"\", \""@%arg5@"\", \""@%arg6@"\");" );
-            %hasGameMode = 1;
-         }
-         else
-         {
-            //if we don't have an object, attempt the static call  
-            if(isMethod(%gamemodeName, %gameModeFuncName))
-            {
-               eval(%gamemodeName @ "::"@%gameModeFuncName@"(\""@%arg0@"\", \""@%arg1@"\", \""@%arg2@"\", \""@%arg3@"\", \""@%arg4@"\", \""@%arg5@"\", \""@%arg6@"\");" );
-               %hasGameMode = 1;
-            }
-         }
+         eval(%gameModeObj @ "."@%gameModeFuncName@"(\""@%arg0@"\", \""@%arg1@"\", \""@%arg2@"\", \""@%arg3@"\", \""@%arg4@"\", \""@%arg5@"\", \""@%arg6@"\");" );
+         %validGameModeCall = true;
       }
    }
    
-   //if none of our scenes have gamemodes, we need to kick off a default
-   if(%hasGameMode == 0)
-   {
-      %defaultModeName = ProjectSettings.value("Gameplay/GameModes/defaultModeName");
-      if(%defaultModeName !$= "")
-      {
-         if(isObject(%defaultModeName) && %defaultModeName.isMethod(%gameModeFuncName))
-         {
-            eval(%defaultModeName @ "."@%gameModeFuncName@"(\""@%arg0@"\", \""@%arg1@"\", \""@%arg2@"\", \""@%arg3@"\", \""@%arg4@"\", \""@%arg5@"\", \""@%arg6@"\");" );
-            %hasGameMode = 1;
-         }
-         else
-         {
-            if(isMethod(%defaultModeName, %gameModeFuncName))
-            {
-               eval(%defaultModeName @ "::"@%gameModeFuncName@"(\""@%arg0@"\", \""@%arg1@"\", \""@%arg2@"\", \""@%arg3@"\", \""@%arg4@"\", \""@%arg5@"\", \""@%arg6@"\");" );
-               %hasGameMode = 1;
-            }  
-         }
-      }
-   }  
-   
-   return %hasGameMode;
+   return %validGameModeCall;
 }

+ 4 - 15
Templates/BaseGame/game/data/ExampleModule/ExampleModule.tscript

@@ -9,25 +9,12 @@ function ExampleModule::onDestroy(%this)
 //This is called when the server is initially set up by the game application
 function ExampleModule::initServer(%this)
 {
-   %this.queueExec("./scripts/server/ExampleGameMode");
+   %this.queueExec("./scripts/shared/ExampleGameMode");
 }
 
 //This is called when the server is created for an actual game/map to be played
 function ExampleModule::onCreateGameServer(%this)
 {
-    //These are common managed data files. For any datablock-based stuff that gets generated by the editors
-    //(that doesn't have a specific associated file, like data for a player class) will go into these.
-    //So we'll register them now if they exist.
-    if(isFile("./scripts/managedData/managedDatablocks." @ $TorqueScriptFileExtension))
-        %this.registerDatablock("./scripts/managedData/managedDatablocks");
-    if(isFile("./scripts/managedData/managedForestItemData." @ $TorqueScriptFileExtension))
-        %this.registerDatablock("./scripts/managedData/managedForestItemData");
-    if(isFile("./scripts/managedData/managedForestBrushData." @ $TorqueScriptFileExtension))
-        %this.registerDatablock("./scripts/managedData/managedForestBrushData");
-    if(isFile("./scripts/managedData/managedParticleData." @ $TorqueScriptFileExtension))
-        %this.registerDatablock("./scripts/managedData/managedParticleData");
-    if(isFile("./scripts/managedData/managedParticleEmitterData." @ $TorqueScriptFileExtension))
-        %this.registerDatablock("./scripts/managedData/managedParticleEmitterData");
 }
 
 //This is called when the server is shut down due to the game/map being exited
@@ -38,7 +25,7 @@ function ExampleModule::onDestroyGameServer(%this)
 //This is called when the client is initially set up by the game application
 function ExampleModule::initClient(%this)
 {
-    %this.queueExec("./scripts/client/inputCommands");
+   %this.queueExec("./scripts/client/inputCommands");
     
     //client scripts
    exec("./scripts/client/defaultkeybinds");
@@ -46,6 +33,8 @@ function ExampleModule::initClient(%this)
    %prefPath = getPrefpath();
    if(isScriptFile(%prefPath @ "/keybinds"))
       exec(%prefPath @ "/keybinds");
+      
+   %this.queueExec("./scripts/shared/ExampleGameMode");
 }
 
 //This is called when a client connects to a server

+ 1 - 0
Templates/BaseGame/game/data/ExampleModule/levels/ExampleLevel.asset.taml

@@ -8,4 +8,5 @@
     ForestFile="@assetFile=ExampleLevel.forest"
     NavmeshFile="@assetFile=ExampleLevel.nav"
     staticObjectAssetDependency0="@asset=Prototyping:FloorGray"
+    gameModesNames="ExampleGameMode;"
     VersionId="1"/>

+ 26 - 8
Templates/BaseGame/game/data/ExampleModule/scripts/server/ExampleGameMode.tscript → Templates/BaseGame/game/data/ExampleModule/scripts/shared/ExampleGameMode.tscript

@@ -1,11 +1,5 @@
-function ExampleGameMode::onCreateGame()
-{
-   // Note: The Game object will be cleaned up by MissionCleanup.  Therefore its lifetime is
-   // limited to that of the mission.
-   new ScriptObject(ExampleGameMode){};
-
-   return ExampleGameMode;
-}
+if(!isObject(ExampleGameMode))
+   new GameMode(ExampleGameMode){};
 
 //-----------------------------------------------------------------------------
 // The server has started up so do some game start up
@@ -159,6 +153,30 @@ function ExampleGameMode::onInitialControlSet(%this)
    
 }
 
+function ExampleGameMode::onSceneLoaded(%this)
+{
+   echo("===================================");
+   echo("ExampleGameMode - Scene is loaded");  
+}
+
+function ExampleGameMode::onSceneUnloaded(%this)
+{
+   echo("===================================");
+   echo("ExampleGameMode - Scene is unloaded");  
+}
+
+function ExampleGameMode::onSubsceneLoaded(%this)
+{
+   echo("===================================");
+   echo("ExampleGameMode - Subscene is loaded");  
+}
+
+function ExampleGameMode::onSubsceneUnloaded(%this)
+{
+   echo("===================================");
+   echo("ExampleGameMode - Subscene is unloaded");  
+}
+
 function ExampleGameMode::spawnCamera(%this, %client, %spawnPoint)
 {
    // Set the control object to the default camera

+ 78 - 14
Templates/BaseGame/game/data/UI/guis/ChooseLevelMenu.gui

@@ -9,8 +9,8 @@ $guiContent = new GuiControl(ChooseLevelMenu) {
    tooltipProfile = "GuiToolTipProfile";
    isContainer = "1";
    canSaveDynamicFields = "1";
+      currentMenuIdx = "0";
       launchInEditor = "0";
-      previewButtonSize = "445 120";
 
    new GuiInputCtrl(ChooseLevelInputHandler) {
       ignoreMouseEvents = "1";
@@ -43,39 +43,50 @@ $guiContent = new GuiControl(ChooseLevelMenu) {
       extent = "310 41";
       horizSizing = "center";
       profile = "GuiDefaultProfile";
-      visible = "0";
       tooltipProfile = "GuiToolTipProfile";
-      hidden = "1";
 
       new GuiButtonCtrl() {
-         text = "Level";
+         text = "Game Mode";
          groupNum = "1";
          extent = "150 41";
          profile = "GuiMenuButtonProfile";
          command = "ChooseLevelMenu.openMenu(0);";
          tooltipProfile = "GuiToolTipProfile";
+         internalName = "GameModeBtn";
          class = "ChooseLevelMenuButton";
       };
       new GuiButtonCtrl() {
-         text = "Server Config";
+         text = "Level";
          groupNum = "1";
          position = "160 0";
          extent = "150 41";
          profile = "GuiMenuButtonProfile";
          command = "ChooseLevelMenu.openMenu(1);";
          tooltipProfile = "GuiToolTipProfile";
+         internalName = "LevelBtn";
          class = "ChooseLevelMenuButton";
       };
+      new GuiButtonCtrl() {
+         text = "Server Config";
+         groupNum = "1";
+         position = "320 0";
+         extent = "150 41";
+         profile = "GuiMenuButtonProfile";
+         visible = "0";
+         command = "ChooseLevelMenu.openMenu(2);";
+         tooltipProfile = "GuiToolTipProfile";
+         internalName = "ConfigBtn";
+         class = "ChooseLevelMenuButton";
+         hidden = "1";
+      };
    };
    new GuiControl(ChooseLevelMenuNavButtonOverlay) {
       position = "0 61";
       extent = "1281 60";
       horizSizing = "width";
       profile = "GuiNonModalDefaultProfile";
-      visible = "0";
       tooltipProfile = "GuiToolTipProfile";
       isContainer = "1";
-      hidden = "1";
 
       new GuiBitmapCtrl(ChooseLevelMenuPrevNavIcon) {
          BitmapAsset = "UI:Keyboard_Black_Q_image";
@@ -94,12 +105,66 @@ $guiContent = new GuiControl(ChooseLevelMenu) {
          tooltipProfile = "GuiToolTipProfile";
       };
    };
+   new GuiContainer(GameModeSelectContainer) {
+      position = "196 119";
+      extent = "888 566";
+      horizSizing = "center";
+      profile = "GuiNonModalDefaultProfile";
+      tooltipProfile = "GuiToolTipProfile";
+
+      new GuiScrollCtrl(GameModePreviewScroll) {
+         hScrollBar = "alwaysOff";
+         vScrollBar = "dynamic";
+         extent = "445 562";
+         vertSizing = "height";
+         profile = "GuiMenuScrollProfile";
+         tooltipProfile = "GuiToolTipProfile";
+
+         new GuiStackControl(GameModePreviewArray) {
+            padding = "5";
+            position = "1 1";
+            extent = "443 60";
+            horizSizing = "width";
+            vertSizing = "height";
+            profile = "GuiMenuDefaultProfile";
+            tooltipProfile = "GuiToolTipProfile";
+         };
+      };
+      new GuiBitmapCtrl(GameModePreviewBitmap) {
+         position = "448 0";
+         extent = "440 440";
+         horizSizing = "left";
+         profile = "GuiNonModalDefaultProfile";
+         visible = "0";
+         tooltipProfile = "GuiToolTipProfile";
+         hidden = "1";
+      };
+      new GuiTextCtrl(GameModeNameText) {
+         text = "DeathMatchGame";
+         position = "448 445";
+         extent = "440 20";
+         horizSizing = "left";
+         profile = "MenuSubHeaderText";
+         tooltipProfile = "GuiToolTipProfile";
+         internalName = "GameModeNameTxt";
+      };
+      new GuiMLTextCtrl(GameModeDescriptionText) {
+         position = "448 473";
+         extent = "440 19";
+         horizSizing = "left";
+         profile = "GuiMLTextProfile";
+         tooltipProfile = "GuiToolTipProfile";
+         internalName = "GameModeDescTxt";
+      };
+   };
    new GuiContainer(LevelSelectContainer) {
       position = "196 119";
       extent = "888 566";
       horizSizing = "center";
       profile = "GuiNonModalDefaultProfile";
+      visible = "0";
       tooltipProfile = "GuiToolTipProfile";
+      hidden = "1";
 
       new GuiScrollCtrl(LevelPreviewScroll) {
          hScrollBar = "alwaysOff";
@@ -112,7 +177,7 @@ $guiContent = new GuiControl(ChooseLevelMenu) {
          new GuiStackControl(LevelPreviewArray) {
             padding = "5";
             position = "0 1";
-            extent = "445 120";
+            extent = "445 60";
             horizSizing = "width";
             vertSizing = "height";
             profile = "GuiMenuDefaultProfile";
@@ -120,7 +185,7 @@ $guiContent = new GuiControl(ChooseLevelMenu) {
          };
       };
       new GuiBitmapCtrl(LevelPreviewBitmap) {
-         BitmapAsset = "";
+         BitmapAsset = "UI:no_preview_image";
          position = "448 0";
          extent = "440 440";
          horizSizing = "left";
@@ -128,7 +193,7 @@ $guiContent = new GuiControl(ChooseLevelMenu) {
          tooltipProfile = "GuiToolTipProfile";
       };
       new GuiTextCtrl(LevelNameText) {
-         text = "";
+         text = "Example Level";
          position = "448 445";
          extent = "440 20";
          horizSizing = "left";
@@ -214,7 +279,7 @@ $guiContent = new GuiControl(ChooseLevelMenu) {
                   tooltipProfile = "GuiToolTipProfile";
                };
                new GuiTextEditCtrl(serverNameCTRL) {
-                  text = "";
+                  text = "Torque 3D Server";
                   position = "606 4";
                   extent = "295 22";
                   horizSizing = "left";
@@ -240,7 +305,6 @@ $guiContent = new GuiControl(ChooseLevelMenu) {
                   tooltipProfile = "GuiToolTipProfile";
                };
                new GuiTextEditCtrl(serverPassCTRL) {
-                  text = "";
                   position = "606 4";
                   extent = "295 22";
                   horizSizing = "left";
@@ -313,8 +377,8 @@ $guiContent = new GuiControl(ChooseLevelMenu) {
       profile = "GuiMenuPanelProfile";
       tooltipProfile = "GuiToolTipProfile";
 
-      new GuiIconButtonCtrl(ChooseLevelStartBtn) {
-         BitmapAsset = "UI:Keyboard_Black_Return_image";
+      new GuiIconButtonCtrl(ChooseLevelNextBtn) {
+         BitmapAsset = "UI:Keyboard_Black_Blank_image";
          sizeIconToButton = "1";
          makeIconSquare = "1";
          textLocation = "Center";

+ 286 - 54
Templates/BaseGame/game/data/UI/guis/ChooseLevelMenu.tscript

@@ -25,7 +25,7 @@ function ChooseLevelMenu::onAdd( %this )
    if(!isObject(ChooseLevelAssetQuery))
       new AssetQuery(ChooseLevelAssetQuery);
       
-   %this.previewButtonSize = "445 120";
+   $LevelPreviewButtonSize = "445 60";
 }
 
 function ChooseLevelMenu::fillPrefEntries( %this )
@@ -40,8 +40,85 @@ function ChooseLevelMenu::fillPrefEntries( %this )
 function ChooseLevelMenu::onWake(%this)
 {
    %this.fillPrefEntries();
+   
+   refreshGameModesList();
+   refreshLevelsList();
+
+   if(!$pref::HostMultiPlayer)
+      ChooseLevelTitleText.setText("SINGLE PLAYER");
+   else
+      ChooseLevelTitleText.setText("CREATE SERVER");
+      
+   ChooseLevelMenuTabList-->ConfigBtn.visible = $pref::HostMultiPlayer;
+      
+   ChooseLevelMenuTabList.visible = true;//$pref::HostMultiPlayer;
+   ChooseLevelMenuNavButtonOverlay.visible = true;//$pref::HostMultiPlayer;
+      
+   %this.schedule(32, openMenu, 0);
+}
+
+function refreshGameModesList()
+{
+   GameModePreviewArray.clear();
+   
+   $pref::Server::GameMode = "";
+   ChooseLevelMenuTabList-->LevelBtn.active = false;
+   
+   //popilate the gamemodes list first
+   %gamemodeList = getGameModesList();
+   %gameModeCount = %gamemodeList.count();
+   
+   for (%i=0; %i<%gameModeCount; %i++)
+   {
+      %gameModeObj = %gamemodeList.getKey(%i);
+      if(isObject(%gameModeObj))
+      {
+         %gameModeName = %gameModeObj.gameModeName;
+         if(%gameModeName $= "")
+            %gameModeName = %gameModeObj.getName();
+            
+            %preview = new GuiContainer() {
+               position = "0 0";
+               extent = $LevelPreviewButtonSize;
+               horizSizing = "right";
+               vertSizing = "bottom";
+               gameModeObj = %gameModeObj;
+               gameModeDesc = %gameModeObj.description;
+               previewImage = %gameModeObj.previewImage;
+               cansave = false;
+               
+               new GuiToggleButtonCtrl() {
+                  position = $LevelPreviewButtonSize.y SPC 0;
+                  extent = $LevelPreviewButtonSize.x - $LevelPreviewButtonSize.y - 5 SPC $LevelPreviewButtonSize.y;
+                  profile = GuiMenuButtonProfile;
+                  horizSizing = "right";
+                  vertSizing = "bottom";
+                  internalName = "button";
+                  class = "GameModePreviewButton";
+                  text = %gameModeName;
+                  command = "ToggleGameMode(" @ %i @ ");"; //allow doubleclick to quick action it
+                  textMargin = 120;
+               };
+               
+               new GuiBitmapCtrl() {
+                  position = "0 0";
+                  extent = $LevelPreviewButtonSize.y SPC $LevelPreviewButtonSize.y;
+                  internalName = "checkbox";
+                  bitmapAsset = "UI:toggleMarker_image";
+               };
+            };
+        
+         
+         GameModePreviewArray.add(%preview);
+      }
+   }
+}
+
+function refreshLevelsList()
+{
    LevelPreviewArray.clear();
    
+   //fetch the levelAssets   
    ChooseLevelAssetQuery.clear();
    AssetDatabase.findAssetType(ChooseLevelAssetQuery, "LevelAsset");
       
@@ -57,6 +134,8 @@ function ChooseLevelMenu::onWake(%this)
       return;
    }
    
+   //filter the levelAssets by the gamemode selected
+   %filteredIndex = 0;
    for(%i=0; %i < %count; %i++)
 	{
 	   %assetId = ChooseLevelAssetQuery.getAsset(%i);
@@ -71,6 +150,46 @@ function ChooseLevelMenu::onWake(%this)
       if ( !isFile(%file) )
          continue;
          
+      if( %levelAsset.isSubScene )
+         continue;
+         
+      //filter for selected gamemode
+      %levelGameModes = %levelAsset.gameModesNames;
+      
+      //If the level has no gamemodes defined, we just assume the default case of it being a wildcard to whatever gamemode
+      //is available
+      if(%levelGameModes $= "")
+      {
+         %foundGameModeMatch = true;
+      }
+      else
+      {
+         %foundGameModeMatch = false;
+         for(%gm = 0; %gm < getTokenCount(%levelGameModes, ";"); %gm++)
+         {
+            %gameModeName = getToken(%levelGameModes, ";", %gm);
+            
+            for(%g=0; %g < GameModePreviewArray.getCount(); %g++)
+            {
+               %gmb = GameModePreviewArray.getObject(%g);
+               if(!isObject(%gmb.gameModeObj) || (!%gmb.gameModeObj.active && !%gmb.gameModeObj.alwaysActive))
+                  continue;
+                  
+               if(%gameModeName $= %gmb.gameModeObj.getName())
+               {
+                  %foundGameModeMatch = true;
+                  break;  
+               }
+            }
+            
+            if(%foundGameModeMatch)
+               break;
+         }
+      }
+      
+      if(!%foundGameModeMatch)
+         continue;
+         
       %levelPreviewImg = %levelAsset.getPreviewImagePath();
    
       if (!isFile(%levelPreviewImg))
@@ -78,7 +197,7 @@ function ChooseLevelMenu::onWake(%this)
          
       %preview = new GuiIconButtonCtrl() {
          position = "0 0";
-         extent = %this.previewButtonSize;
+         extent = $LevelPreviewButtonSize;
          buttonType = "PushButton";
          profile = GuiMenuButtonLeftJustProfile;
          horizSizing = "right";
@@ -86,7 +205,7 @@ function ChooseLevelMenu::onWake(%this)
          internalName = "button";
          class = "LevelPreviewButton";
          //command = "$selectedLevelAsset = " @ %assetId @ ";";
-         altCommand = "ChooseLevelBegin(1);"; //allow doubleclick to quick action it
+         altCommand = "ChooseLevelBegin(" @ %filteredIndex @ ");"; //allow doubleclick to quick action it
          text = %levelAsset.levelName;
          bitmapAsset = %levelPreviewImg;
          levelAsset = %levelAsset;
@@ -101,26 +220,19 @@ function ChooseLevelMenu::onWake(%this)
       };
       
       LevelPreviewArray.add(%preview);
+      
+      %filteredIndex++;
    }
-   
+
+   GameModePreviewArray.listPosition = 0;   
    LevelPreviewArray.listPosition = 0;
    
    // Also add the new level mission as defined in the world editor settings
    // if we are choosing a level to launch in the editor.
-   if ( %this.launchInEditor )
+   if ( ChooseLevelMenu.launchInEditor )
    {
-      %this.addMissionFile( "tools/levels/DefaultEditorLevel.mis" );
+      ChooseLevelMenu.addMissionFile( "tools/levels/DefaultEditorLevel.mis" );
    }
-
-   if(!$pref::HostMultiPlayer)
-      ChooseLevelTitleText.setText("SINGLE PLAYER");
-   else
-      ChooseLevelTitleText.setText("CREATE SERVER");
-      
-   ChooseLevelMenuTabList.visible = $pref::HostMultiPlayer;
-   ChooseLevelMenuNavButtonOverlay.visible = $pref::HostMultiPlayer;
-      
-   %this.schedule(32, openMenu, 0);
 }
 
 if(!isObject( ChooseLevelActionMap ) )
@@ -133,8 +245,8 @@ if(!isObject( ChooseLevelActionMap ) )
    ChooseLevelActionMap.bind( keyboard, e, ChooseLevelMenuNextMenu);
    ChooseLevelActionMap.bind( gamepad, btn_r, ChooseLevelMenuNextMenu);
    
-   ChooseLevelActionMap.bind( keyboard, Space, ChooseLevelBegin );
-   ChooseLevelActionMap.bind( gamepad, btn_a, ChooseLevelBegin );
+   ChooseLevelActionMap.bind( keyboard, Space, ChooseLevelMenuOption );
+   ChooseLevelActionMap.bind( gamepad, btn_a, ChooseLevelMenuOption );
 }
 
 function ChooseLevelMenu::syncGUI(%this)
@@ -155,10 +267,31 @@ function ChooseLevelMenu::syncGUI(%this)
      
    ChooseLevelBackBtn.setBitmap(BaseUIActionMap.getCommandButtonBitmap(%device, "BaseUIBackOut"));
    
-   ChooseLevelStartBtn.setBitmap(ChooseLevelActionMap.getCommandButtonBitmap(%device, "ChooseLevelBegin"));
+   if(ChooseLevelMenu.currentMenuIdx == 0)
+      ChooseLevelNextBtn.text = "Toggle Mode";
+   else
+      ChooseLevelNextBtn.text = "Start Game";
+   
+   ChooseLevelNextBtn.setBitmap(ChooseLevelActionMap.getCommandButtonBitmap(%device, "ChooseLevelMenuOption"));
    
    ChooseLevelMenuPrevNavIcon.setBitmap(ChooseLevelActionMap.getCommandButtonBitmap(%device, "ChooseLevelMenuPrevMenu"));
    ChooseLevelMenuNextNavIcon.setBitmap(ChooseLevelActionMap.getCommandButtonBitmap(%device, "ChooseLevelMenuNextMenu"));
+   
+   %hasActiveGameMode = false;
+   for(%i=0; %i < GameModePreviewArray.getCount(); %i++)
+   {
+      %btn = GameModePreviewArray.getObject(%i);
+      if(!isObject(%btn.gameModeObj))
+         continue;
+         
+      if((%btn.gameModeObj.isActive() || %btn.gameModeObj.isAlwaysActive()) == true)
+      {
+         %hasActiveGameMode = true;
+         break;
+      }
+   }
+   
+   ChooseLevelMenuTabList-->LevelBtn.active = %hasActiveGameMode;
 }
 
 function LevelPreviewArray::syncGUI(%this)
@@ -169,14 +302,42 @@ function LevelPreviewArray::syncGUI(%this)
    $selectedLevelAsset = %btn.levelAssetId;
 }
 
+function GameModePreviewArray::syncGUI(%this)
+{
+   for(%i=0; %i < %this.getCount(); %i++)
+   {
+      %btn = %this.getObject(%i);
+      %btn-->button.setHighlighted(false);
+      
+      %bitmapAst = (%btn.gameModeObj.active || %btn.gameModeObj.alwaysActive) ? "UI:toggleMarker_h_image" : "UI:toggleMarker_image";
+      %btn-->checkbox.setBitmap(%bitmapAst);
+   }
+   
+   %btn = %this.getObject(%this.listPosition);
+   %btn-->button.setHighlighted(true);
+   
+   //$pref::Server::GameMode = %btn.gameModeObject;
+}
+
 function ChooseLevelMenuPrevMenu(%val)
 {
-   if(%val && $pref::HostMultiPlayer)
+   if(%val)
    {
       %currentIdx = ChooseLevelMenu.currentMenuIdx;
       ChooseLevelMenu.currentMenuIdx -= 1;
       
-      ChooseLevelMenu.currentMenuIdx = mClamp(ChooseLevelMenu.currentMenuIdx, 0, 1);
+      %endIndex = 1;
+      if($pref::HostMultiPlayer)
+         %endIndex = 2;
+      
+      ChooseLevelMenu.currentMenuIdx = mClamp(ChooseLevelMenu.currentMenuIdx, 0, %endIndex);
+      
+      //bail if we're trying to step into a hidden or disabled menu
+      if(!ChooseLevelMenu.isMenuAvailable(ChooseLevelMenu.currentMenuIdx))
+      {
+         ChooseLevelMenu.currentMenuIdx = %currentIdx;
+         return;
+      }
     
       if(%currentIdx == ChooseLevelMenu.currentMenuIdx)
          return;
@@ -187,12 +348,23 @@ function ChooseLevelMenuPrevMenu(%val)
 
 function ChooseLevelMenuNextMenu(%val)
 {
-   if(%val && $pref::HostMultiPlayer)
+   if(%val)
    {
       %currentIdx = ChooseLevelMenu.currentMenuIdx;
       ChooseLevelMenu.currentMenuIdx += 1;
       
-      ChooseLevelMenu.currentMenuIdx = mClamp(ChooseLevelMenu.currentMenuIdx, 0, 1);
+      %endIndex = 1;
+      if($pref::HostMultiPlayer)
+         %endIndex = 2;
+      
+      ChooseLevelMenu.currentMenuIdx = mClamp(ChooseLevelMenu.currentMenuIdx, 0, %endIndex);
+      
+      //bail if we're trying to step into a hidden or disabled menu
+      if(!ChooseLevelMenu.isMenuAvailable(ChooseLevelMenu.currentMenuIdx))
+      {
+         ChooseLevelMenu.currentMenuIdx = %currentIdx;
+         return;
+      }
     
       if(%currentIdx == ChooseLevelMenu.currentMenuIdx)
          return;
@@ -201,15 +373,17 @@ function ChooseLevelMenuNextMenu(%val)
    }
 }
 
-
 function ChooseLevelMenu::openMenu(%this, %menuIdx)
 {
-   LevelSelectContainer.setVisible(%menuIdx == 0);
-   ServerConfigContainer.setVisible(%menuIdx == 1);
-   
+   GameModeSelectContainer.setVisible(%menuIdx == 0);
+   LevelSelectContainer.setVisible(%menuIdx == 1);
+   ServerConfigContainer.setVisible(%menuIdx == 2);
+
    if(%menuIdx == 0)
-      $MenuList = LevelPreviewArray;
+      $MenuList = GameModePreviewArray;
    else if(%menuIdx == 1)
+      $MenuList = LevelPreviewArray;
+   else if(%menuIdx == 2)
       $MenuList = ServerConfigList;
    
     %this.currentMenuIdx = %menuIdx;
@@ -220,37 +394,78 @@ function ChooseLevelMenu::openMenu(%this, %menuIdx)
    %this.syncGui();
 }
 
-function ChooseLevelBegin(%val)
+function ChooseLevelMenu::isMenuAvailable(%this, %menuIdx)
+{
+   if(%menuIdx == 0)
+      %btn = %this-->GameModeBtn;
+   else if(%menuIdx == 1)
+      %btn = %this-->LevelBtn;
+   else if(%menuIdx == 2)
+      %btn = %this-->ConfigBtn;
+      
+   return %btn.isActive() && %btn.isVisible();
+}
+
+function ChooseLevelMenuOption(%val)
 {
    if(%val)
    {
-      // So we can't fire the button when loading is in progress.
-      if ( isObject( ServerGroup ) )
-         return;
-         
-      Canvas.popDialog();
-      
-      %entry = LevelPreviewArray.getObject(LevelPreviewArray.listPosition);
-      
-      if(!AssetDatabase.isDeclaredAsset(%entry.levelAssetId))
-      {
-         MessageBoxOK("Error", "Selected level preview does not have a valid level asset!");
-         return;  
-      }
+      if(ChooseLevelMenu.currentMenuIdx == 0)
+         ToggleGameMode(ChooseLevelMenu.listPosition);
+      else if(ChooseLevelMenu.currentMenuIdx == 1)
+         ChooseLevelBegin(ChooseLevelMenu.listPosition);
+   }
+}
+
+function ToggleGameMode(%index)
+{
+   if(%index $= "")
+      %index = $MenuList.listPosition;
+   
+   %entry = GameModePreviewArray.getObject(%index);
+   if(!isObject(%entry) || !isObject(%entry.gameModeObj))
+   {
+      MessageBoxOK("Error", "Selected game mode does not have a valid mode");
+      return; 
+   }
+   
+   %entry.gameModeObj.active = !%entry.gameModeObj.active;
+   
+   refreshLevelsList();
+   
+   $MenuList.syncGui();
+   ChooseLevelMenu.syncGui();
+   
+}
+
+function ChooseLevelBegin(%index)
+{
+   // So we can't fire the button when loading is in progress.
+   if ( isObject( ServerGroup ) )
+      return;
       
-      $selectedLevelAsset = %entry.levelAssetId;
+   Canvas.popDialog();
+   
+   %entry = LevelPreviewArray.getObject(%index);
+   
+   if(!AssetDatabase.isDeclaredAsset(%entry.levelAssetId))
+   {
+      MessageBoxOK("Error", "Selected level preview does not have a valid level asset!");
+      return;  
+   }
+   
+   $selectedLevelAsset = %entry.levelAssetId;
 
-      // Launch the chosen level with the editor open?
-      if ( ChooseLevelMenu.launchInEditor )
-      {
-         activatePackage( "BootEditor" );
-         ChooseLevelMenu.launchInEditor = false; 
-         StartGame(%entry.levelAssetId, "SinglePlayer");
-      }
-      else
-      {
-         StartGame(%entry.levelAssetId); 
-      }
+   // Launch the chosen level with the editor open?
+   if ( ChooseLevelMenu.launchInEditor )
+   {
+      activatePackage( "BootEditor" );
+      ChooseLevelMenu.launchInEditor = false; 
+      StartGame(%entry.levelAssetId, "SinglePlayer");
+   }
+   else
+   {
+      StartGame(%entry.levelAssetId); 
    }
 }
 
@@ -270,6 +485,23 @@ function ChooseLevelMenu::onSleep( %this )
    }
 }
 
+function GameModePreviewButton::onHighlighted(%this, %highlighted)
+{
+   if(%highlighted)
+   {
+      $MenuList.listPosition = $MenuList.getObjectIndex(%this.getParent());
+      
+      GameModePreviewBitmap.bitmapAsset = %this.previewImage;
+      
+      GameModePreviewBitmap.visible = (%this.previewImage !$= "");
+      
+      GameModeNameText.text = %this.text;
+      GameModeDescriptionText.setText(%this.gameModeDesc);
+      
+      GameModePreviewScroll.scrollToObject(%this);
+   }
+}
+
 function LevelPreviewButton::onHighlighted(%this, %highlighted)
 {
    if(%highlighted)

BIN
Templates/BaseGame/game/data/UI/images/toggleMarker.png


BIN
Templates/BaseGame/game/data/UI/images/toggleMarker_h.png


+ 3 - 0
Templates/BaseGame/game/data/UI/images/toggleMarker_h_image.asset.taml

@@ -0,0 +1,3 @@
+<ImageAsset
+    AssetName="toggleMarker_h_image"
+    imageFile="@assetFile=toggleMarker_h.png"/>

+ 3 - 0
Templates/BaseGame/game/data/UI/images/toggleMarker_image.asset.taml

@@ -0,0 +1,3 @@
+<ImageAsset
+    AssetName="toggleMarker_image"
+    imageFile="@assetFile=toggleMarker.png"/>

+ 2 - 0
Templates/BaseGame/game/tools/assetBrowser/main.tscript

@@ -87,6 +87,7 @@ function initializeAssetBrowser()
    exec("./scripts/looseFileAudit." @ $TorqueScriptFileExtension);
    exec("./scripts/creator." @ $TorqueScriptFileExtension);
    exec("./scripts/setAssetTarget." @ $TorqueScriptFileExtension);
+   exec("./scripts/utils." @ $TorqueScriptFileExtension);
    
    //Processing for the different asset types
    exec("./scripts/assetTypes/component." @ $TorqueScriptFileExtension); 
@@ -110,6 +111,7 @@ function initializeAssetBrowser()
    exec("./scripts/assetTypes/looseFiles." @ $TorqueScriptFileExtension); 
    exec("./scripts/assetTypes/prefab." @ $TorqueScriptFileExtension); 
    exec("./scripts/assetTypes/creatorObj." @ $TorqueScriptFileExtension); 
+   exec("./scripts/assetTypes/gameMode." @ $TorqueScriptFileExtension); 
    
    new ScriptObject( AssetBrowserPlugin )
    {

+ 0 - 1
Templates/BaseGame/game/tools/assetBrowser/scripts/addModuleWindow.tscript

@@ -79,7 +79,6 @@ function AssetBrowser_addModuleWindow::CreateNewModule(%this)
          %line = strreplace( %line, "@@", %newModuleName );
          
          %file.writeline(%line);
-         echo(%line);
       }
       
       %file.close();

+ 35 - 0
Templates/BaseGame/game/tools/assetBrowser/scripts/assetTypes/gameMode.tscript

@@ -0,0 +1,35 @@
+AssetBrowser::registerObjectType("GameModeType", "Gamemode Objects", "Gamemode");
+
+function GameModeType::setupCreateNew()
+{
+   
+}
+
+function GameModeType::onCreateNew()
+{
+   
+}
+
+function GameModeType::buildBrowserElement(%this, %className, %previewData)
+{
+   //echo("DatablockObjectType::buildBrowserElement() - " @ %datablock @ ", " @ %name @ ", " @ %previewData);
+   %previewData.assetName = %this.getName();
+   %previewData.assetPath = %this.getFileName();
+   
+   %previewData.previewImage = "ToolsModule:genericAssetIcon_image";
+   
+   //Lets see if we have a icon for specifically for this datablock type
+   %dataClass = %this.getClassName();
+   %dataClass = strreplace(%dataClass, "Data", "");
+   
+   %previewImage = "tools/classIcons/" @ %dataClass @ ".png";
+   if(isFile(%previewImage))
+   {
+      %previewData.previewImage = %previewImage;
+   }
+   
+   //%previewData.assetFriendlyName = %assetDef.assetName;
+   %previewData.assetDesc = %this;
+   %previewData.tooltip =  "\nGameMode Name: " @ %previewData.assetName @ 
+                           "\nPath: " @ %previewData.assetPath;
+}

+ 121 - 3
Templates/BaseGame/game/tools/assetBrowser/scripts/assetTypes/level.tscript

@@ -3,6 +3,8 @@ function AssetBrowser::setupCreateNewLevelAsset(%this)
    NewAssetPropertiesInspector.startGroup("Level");
    NewAssetPropertiesInspector.addField("LevelName", "Level Name", "String",  "Human-readable name of new level", "", "", %this.newAssetSettings);
    NewAssetPropertiesInspector.addField("levelPreviewImage", "Level Preview Image", "Image",  "Preview Image for the level", "", "", %this.newAssetSettings);
+   
+   NewAssetPropertiesInspector.addField("isSubScene", "Is SubScene", "bool",  "Is this levelAsset intended as a subScene", "", "", %this.newAssetSettings);
 
    NewAssetPropertiesInspector.endGroup();
 }
@@ -20,14 +22,16 @@ function AssetBrowser::createLevelAsset(%this)
    
    %assetPath = NewAssetTargetAddress.getText() @ "/";
    
+   %misExtension = AssetBrowser.newAssetSettings.isSubScene ? ".subMis" : ".mis";
+   
    %tamlpath = %assetPath @ %assetName @ ".asset.taml";
-   %levelPath = %assetPath @ %assetName @ ".mis";
+   %levelPath = %assetPath @ %assetName @ %misExtension;
    
    %asset = new LevelAsset()
    {
       AssetName = %assetName;
       versionId = 1;
-      LevelFile = %assetName @ ".mis";
+      LevelFile = %assetName @ %misExtension;
       DecalsFile = %assetName @ ".mis.decals";
       PostFXPresetFile = %assetName @ ".postfxpreset." @ $TorqueScriptFileExtension;
       ForestFile = %assetName @ ".forest";
@@ -35,6 +39,7 @@ function AssetBrowser::createLevelAsset(%this)
       LevelName = AssetBrowser.newAssetSettings.levelName;
       AssetDescription = AssetBrowser.newAssetSettings.description;
       PreviewImage = AssetBrowser.newAssetSettings.levelPreviewImage;
+      isSubScene = AssetBrowser.newAssetSettings.isSubScene;
    };
    
    TamlWrite(%asset, %tamlpath);
@@ -58,15 +63,32 @@ function AssetBrowser::createLevelAsset(%this)
 
 	%moduleDef = ModuleDatabase.findModule(%moduleName, 1);
 	%addSuccess = AssetDatabase.addDeclaredAsset(%moduleDef, %tamlpath);
+	
+	if(!%addSuccess)
+	{
+	   error("AssetBrowser::createLevelAsset() - failed to add declared asset: " @ %tamlpath @ " for module: " @ %moduleDef);
+	}
 
 	AssetBrowser.refresh();
 	
 	return %tamlpath;  
 }
 
+//==============================================================================
+//SubScene derivative
+//==============================================================================
+function AssetBrowser::setupCreateNewSubScene(%this)
+{
+   %this.newAssetSettings.isSubScene = true;
+   %this.newAssetSettings.assetType = "LevelAsset";
+}
+
+//==============================================================================
+
 function AssetBrowser::editLevelAsset(%this, %assetDef)
 {
-   schedule( 1, 0, "EditorOpenMission", %assetDef);
+   if(!%assetDef.isSubScene)
+      schedule( 1, 0, "EditorOpenMission", %assetDef);
 }
 
 //Renames the asset
@@ -150,4 +172,100 @@ function AssetBrowser::buildLevelAssetPreview(%this, %assetDef, %previewData)
       "Asset Type: Level Asset\n" @ 
       "Asset Definition ID: " @ %assetDef @ "\n" @ 
       "Level File path: " @ %assetDef.getLevelPath(); 
+}
+
+function createAndAssignLevelAsset(%moduleName, %assetName)
+{
+   $createAndAssignField.apply(%moduleName @ ":" @ %assetName);
+}
+
+function EWorldEditor::createSelectedAsSubScene( %this, %object )
+{
+   //create new level asset here
+   AssetBrowser.setupCreateNewAsset("SubScene", AssetBrowser.selectedModule, "finishCreateSelectedAsSubScene");
+   %this.contextActionObject = %object;
+}
+
+function finishCreateSelectedAsSubScene(%assetId)
+{
+   echo("finishCreateSelectedAsSubScene");
+   
+   %subScene = new SubScene() {
+      levelAsset = %assetId;
+   };
+   
+   %levelAssetDef = AssetDatabase.acquireAsset(%assetId);
+   %levelFilePath = %levelAssetDef.getLevelPath();
+   
+   //write out to file
+   EWorldEditor.contextActionObject.save(%levelFilePath);
+   
+   AssetDatabase.releaseAsset(%assetId);
+   
+   getRootScene().add(%subScene);
+   
+   EWorldEditor.contextActionObject.delete();
+   
+   %subScene.load();
+   
+   %subScene.recalculateBounds();
+   
+   %scalar = $SubScene::createScalar;
+   if(%scalar $= "")
+      %scalar = 1.5;
+   
+   //pad for loading boundary
+   %subScene.scale = VectorScale(%subScene.scale, %scalar);
+}
+
+function GuiInspectorTypeLevelAssetPtr::onControlDropped( %this, %payload, %position )
+{
+   Canvas.popDialog(EditorDragAndDropLayer);
+   
+   // Make sure this is a color swatch drag operation.
+   if( !%payload.parentGroup.isInNamespaceHierarchy( "AssetPreviewControlType_AssetDrop" ) )
+      return;
+
+   %assetType = %payload.assetType;
+   %module = %payload.moduleName;
+   %assetName = %payload.assetName;
+   
+   if(%assetType $= "LevelAsset")
+   {
+      %cmd = %this @ ".apply(\""@ %module @ ":" @ %assetName @ "\");";
+      eval(%cmd);
+   }
+   
+   EWorldEditor.isDirty = true;
+}
+
+function AssetBrowser::onLevelAssetEditorDropped(%this, %assetDef, %position)
+{
+   %assetId = %assetDef.getAssetId();
+   
+   if(!%assetDef.isSubScene)
+   {
+      errorf("Cannot drag-and-drop LevelAsset into WorldEditor");
+      return;  
+   }
+   
+   %newSubScene = new SubScene()
+   {
+      position = %position;
+      levelAsset = %assetId;
+   };
+   
+   getScene(0).add(%newSubScene);
+   
+   %newSubScene.load();
+   %newSubScene.recalculateBounds();
+   
+   EWorldEditor.clearSelection();
+   EWorldEditor.selectObject(%newSubScene);
+   
+   EWorldEditor.dropSelection();
+      
+   EWorldEditor.isDirty = true;
+   
+   MECreateUndoAction::submit(%newSubScene );
 }

+ 25 - 0
Templates/BaseGame/game/tools/assetBrowser/scripts/editAsset.tscript

@@ -176,6 +176,31 @@ function AssetBrowser::performRenameAsset(%this, %originalAssetName, %newName)
             %buildCommand = %this @ ".rename" @ EditAssetPopup.assetType @ "(" @ %assetDef @ "," @ %newName @ ");";
             eval(%buildCommand);
          }
+         else
+         {
+            //do generic action here
+            %oldAssetId = %moduleName @ ":" @ %originalAssetName;
+            %assetDef = AssetDatabase.acquireAsset(%oldAssetId);
+            
+            %assetFileName = fileName(%assetDef.getFileName());
+            %assetFilePath = filePath(%assetDef.getFileName());
+            
+            %pattern = %assetFilePath @ "/" @ %assetFileName @ ".*";
+            
+            echo("Searching for matches of asset files following pattern: " @ %pattern);
+            
+            //get list of files that match the name in the same dir
+            //do a rename on them
+            for (%file = findFirstFileMultiExpr(%pattern); %file !$= ""; %file = findNextFileMultiExpr(%pattern))
+            {
+               if(%file !$= %assetFileName)
+                  renameAssetLooseFile(%file, %newName);
+            }
+            
+            //update the assetDef
+            replaceInFile(%assetDef.getFileName(), %originalAssetName, %newName);
+            renameAssetFile(%assetDef, %newName);
+         }
       }
       else
       {

+ 2 - 1
Templates/BaseGame/game/tools/assetBrowser/scripts/popupMenus.tscript

@@ -117,7 +117,8 @@ function AssetBrowser::buildPopupMenus(%this)
          //item[ 0 ] = "Create Component" TAB AddNewComponentAssetPopup;
          item[ 0 ] = "Create Script" TAB "" TAB "AssetBrowser.setupCreateNewAsset(\"ScriptAsset\", AssetBrowser.selectedModule);";
          item[ 1 ] = "Create State Machine" TAB "" TAB "AssetBrowser.setupCreateNewAsset(\"StateMachineAsset\", AssetBrowser.selectedModule);";
-         //item[ 3 ] = "-";
+         item[ 2 ] = "-";
+         item[ 3 ] = "Create Game Mode" TAB "" TAB "AssetBrowser.setupCreateNewAsset(\"GameMode\", AssetBrowser.selectedModule);";
          //item[ 3 ] = "Create Game Object" TAB "" TAB "AssetBrowser.createNewGameObjectAsset(\"NewGameObject\", AssetBrowser.selectedModule);";
       };
       //%this.AddNewScriptAssetPopup.insertSubMenu(0, "Create Component", AddNewComponentAssetPopup);

+ 176 - 0
Templates/BaseGame/game/tools/assetBrowser/scripts/templateFiles/gameMode.tscript.template

@@ -0,0 +1,176 @@
+//This file implements game mode logic for an Example gamemode. The primary functions:
+//@@::onMissionStart
+//@@::onMissionReset
+//@@::onMissionEnd
+//Are the primary hooks for the server to start, restart and end any active gamemodes
+//onMissionStart, for example is called from core/clientServer/scripts/server/levelLoad.cs
+//It's called once the server has successfully loaded the level, and has parsed
+//through any active scenes to get GameModeNames defined by them. It then iterates
+//over them and calls these callbacks to envoke gamemode behaviors. This allows multiple
+//gamemodes to be in effect at one time. Modules can implement as many gamemodes as you want.
+//
+//For levels that can be reused for multiple gammodes, the general setup would be a primary level file
+//with the Scene in it having the main geometry, weapons, terrain, etc. You would then have subScenes that
+//each contain what's necessary for the given gamemode, such as a subScene that just adds the flags and capture
+//triggers for a CTF mode. The subscene would then have it's GameModeName defined to run the CTF gamemode logic
+//and the levelLoad code will execute it.
+
+if(!isObject(@@))
+{
+    new GameMode(@@){};
+}
+
+//This function is called when the level finishes loading. It sets up the initial configuration, variables and
+//spawning and dynamic objects, timers or rules needed for the gamemode to run
+function @@::onMissionStart(%this)
+{
+   //set up the game and game variables
+   %this.initGameVars();
+
+   if (%this.isActive())
+   {
+      error("@@::onMissionStart: End the game first!");
+      return;
+   }
+      
+   %this.setActive(true);
+}
+
+//This function is called when the level ends. It can be envoked due to the gamemode ending
+//but is also kicked off when the game server is shut down as a form of cleanup for anything the gamemode
+//created or is managing like the above mentioned dynamic objects or timers
+function @@::onMissionEnded(%this)
+{
+   if (!%this.isActive())
+   {
+      error("@@::onMissionEnded: No game running!");
+      return;
+   }
+
+   %this.setActive(false);
+}
+
+//This function is called in the event the server resets and is used to re-initialize the gamemode
+function @@::onMissionReset(%this)
+{
+   // Called by resetMission(), after all the temporary mission objects
+   // have been deleted.
+   %this.initGameVars();
+}
+
+//This sets up our gamemode's duration time
+function @@::initGameVars(%this)
+{
+   // Set the gameplay parameters
+   %this.duration = 30 * 60;
+}
+
+//This is called when the timer runs out, allowing the gamemode to end
+function @@::onGameDurationEnd(%this)
+{
+   //we don't end if we're currently editing the level
+   if (%this.duration && !(EditorIsActive() && GuiEditorIsActive()))
+      %this.onMissionEnded();
+}
+
+//This is called to actually spawn a control object for the player to utilize
+//A player character, spectator camera, etc.
+function @@::spawnControlObject(%this, %client)
+{
+   //In this example, we just spawn a camera
+   /*if (!isObject(%client.camera))
+   {
+      if(!isObject(Observer))
+      {
+         datablock CameraData(Observer)
+         {
+            mode = "Observer";
+         };  
+      }
+      
+      %client.camera = spawnObject("Camera", Observer);
+   }
+
+   // If we have a camera then set up some properties
+   if (isObject(%client.camera))
+   {
+      MissionCleanup.add( %this.camera );
+      %client.camera.scopeToClient(%client);
+
+      %client.setControlObject(%client.camera);
+
+      %client.camera.setTransform("0 0 1 0 0 0 0");
+   }*/
+   
+}
+
+//This is called when the client has finished loading the mission, but aren't "in" it yet
+//allowing for some last-second prepwork
+function @@::onClientMissionLoaded(%this)
+{
+    $clientLoaded++;
+    if ($clientLoaded == $clientConneted)
+        $gameReady = true;
+}
+
+//This is called when the client has initially established a connection to the game server
+//It's used for setting up anything ahead of time for the client, such as loading in client-passed
+//config stuffs, saved data or the like that should be handled BEFORE the client has actually entered
+//the game itself
+function @@::onClientConnect(%this, %client)
+{
+    $clientConneted++;
+    getPlayer(%client);
+}
+
+   
+//This is called when a client enters the game server. It's used to spawn a player object
+//set up any client-specific properties such as saved configs, values, their name, etc
+//These callbacks are activated in core/clientServer/scripts/server/levelDownload.cs
+function @@::onClientEnterGame(%this, %client)
+{
+   $Game::DefaultPlayerClass        = "Player";
+   $Game::DefaultPlayerDataBlock    = "DefaultPlayerData";
+   $Game::DefaultPlayerSpawnGroups = "spawn_player CameraSpawnPoints PlayerSpawnPoints PlayerDropPoints";
+
+   $Game::DefaultCameraClass = "Camera";
+   $Game::DefaultCameraDataBlock = "Observer";
+   $Game::DefaultCameraSpawnGroups = "spawn_player CameraSpawnPoints PlayerSpawnPoints PlayerDropPoints";
+
+
+   //Spawn NPCs for the map and stuff here?
+
+   // This function currently relies on some helper functions defined in
+   // core/scripts/spawn.cs. For custom spawn behaviors one can either
+   // override the properties on the SpawnSphere's or directly override the
+   // functions themselves.
+}
+
+function @@::onSceneLoaded(%this)
+{
+}
+
+function @@::onSceneUnloaded(%this)
+{
+}
+
+function @@::onSubsceneLoaded(%this)
+{
+}
+
+function @@::onSubsceneUnloaded(%this)
+{
+}
+
+//This is called when the player leaves the game server. It's used to clean up anything that
+//was spawned or setup for the client when it connected, in onClientEnterGame
+//These callbacks are activated in core/clientServer/scripts/server/levelDownload.cs
+function @@::onClientLeaveGame(%this, %client)
+{
+    // Cleanup the camera
+   if (isObject(%this.camera))
+      %this.camera.delete();
+   // Cleanup the player
+   if (isObject(%this.player))
+      %this.player.delete();
+}

+ 11 - 10
Templates/BaseGame/game/tools/assetBrowser/scripts/templateFiles/module.tscript.template

@@ -9,24 +9,23 @@ function @@::onDestroy(%this)
 //This is called when the server is initially set up by the game application
 function @@::initServer(%this)
 {
+    //--FILE EXEC BEGIN--
+    //--FILE EXEC END--
 }
 
 //This is called when the server is created for an actual game/map to be played
 function @@::onCreateGameServer(%this)
 {
+    //--DATABLOCK EXEC BEGIN--
     //These are common managed data files. For any datablock-based stuff that gets generated by the editors
     //(that doesn't have a specific associated file, like data for a player class) will go into these.
     //So we'll register them now if they exist.
-    if(isFile("./scripts/managedData/managedDatablocks." @ $TorqueScriptFileExtension))
-        %this.registerDatablock("./scripts/managedData/managedDatablocks");
-    if(isFile("./scripts/managedData/managedForestItemData." @ $TorqueScriptFileExtension))
-        %this.registerDatablock("./scripts/managedData/managedForestItemData");
-    if(isFile("./scripts/managedData/managedForestBrushData." @ $TorqueScriptFileExtension))
-        %this.registerDatablock("./scripts/managedData/managedForestBrushData");
-    if(isFile("./scripts/managedData/managedParticleEmitterData." @ $TorqueScriptFileExtension))
-        %this.registerDatablock("./scripts/managedData/managedParticleEmitterData");
-    if(isFile("./scripts/managedData/managedParticleData." @ $TorqueScriptFileExtension))
-        %this.registerDatablock("./scripts/managedData/managedParticleData");
+    %this.registerDatablock("./scripts/managedData/managedDatablocks");
+    %this.registerDatablock("./scripts/managedData/managedForestItemData");
+    %this.registerDatablock("./scripts/managedData/managedForestBrushData");
+    %this.registerDatablock("./scripts/managedData/managedParticleEmitterData");
+    %this.registerDatablock("./scripts/managedData/managedParticleData");
+    //--DATABLOCK EXEC END--
 }
 
 //This is called when the server is shut down due to the game/map being exited
@@ -37,6 +36,8 @@ function @@::onDestroyGameServer(%this)
 //This is called when the client is initially set up by the game application
 function @@::initClient(%this)
 {
+    //--FILE EXEC BEGIN--
+    //--FILE EXEC END--
 }
 
 //This is called when a client connects to a server

+ 253 - 0
Templates/BaseGame/game/tools/assetBrowser/scripts/utils.tscript

@@ -0,0 +1,253 @@
+function testRpl()
+{
+   ToolUtilityScripts::appendLineToFunction("data/prototyping/prototyping.tscript", "Prototyping", "onDestroyGameServer", "//AAAAAAAAAAAAAAAAAAAAA");
+}
+
+function Tools::appendLineToFunction(%file, %nameSpace, %functionName, %appendLine)
+{
+   %fileOutput = new ArrayObject(){};
+   %fileObj = new FileObject(){};
+   
+   %insideFunction = false;
+   %scopeDepth = 0;
+   
+   if ( %fileObj.openForRead( %file ) ) 
+   {
+      while ( !%fileObj.isEOF() ) 
+      {
+         %line = %fileObj.readLine();
+         
+         if(strIsMatchExpr("*function *(*)*", %line))
+         {
+            %fileOutput.add(%line);
+            
+            %start = strpos(%line, "function ");
+            %end = strpos(%line, "(", %start);
+            
+            %scannedFunctionName = "";
+
+            if(%start != -1 && %end != -1)
+            {
+               %scannedFunctionName = getSubStr(%line, %start + 9, %end-%start-9);
+            }
+            
+            %matchesFunctionSig = false;
+            if(%nameSpace !$= "")
+            {
+               if(%scannedFunctionName $= (%nameSpace @ "::" @ %functionName))
+                  %matchesFunctionSig = true;
+            }  
+            else
+            {
+               if(%scannedFunctionName $= %functionName)
+                  %matchesFunctionSig = true;
+            }
+            
+            if(!%matchesFunctionSig)
+               continue;
+               
+            %insideFunction = true;
+               
+            if(strIsMatchExpr("*{*", %line))
+            {
+               %scopeDepth++;
+            }
+            if(strIsMatchExpr("*}*", %line))
+            {
+               %scopeDepth--;
+            }
+         }
+         else
+         {
+            if(%insideFunction && strIsMatchExpr("*{*", %line))
+            {
+               %scopeDepth++;
+            }
+            if(%insideFunction && strIsMatchExpr("*}*", %line))
+            {
+               %scopeDepth--;
+               
+               if(%scopeDepth == 0) //we've fully backed out of the function scope, so resolve back to the parent
+               {
+                  %insideFunction = false;
+
+                  %fileOutput.add(%appendLine);
+               }
+            }
+            
+            %fileOutput.add(%line);
+         }
+      }
+      %fileObj.close();
+   }
+   
+   if ( %fileObj.openForWrite( %file ) )
+   {
+      for(%i=0; %i < %fileOutput.count(); %i++)
+      {
+         %line = %fileOutput.getKey(%i);
+         
+         %fileObj.writeLine(%line);  
+      }
+      %fileObj.close();
+   }
+}
+
+function Tools::findInFile(%file, %findText, %startingLineId)
+{
+   if(%startingLineId $= "")
+      %startingLineId = 0;
+      
+   %fileObj = new FileObject(){};
+      
+   if ( %fileObj.openForRead( %file ) ) 
+   {
+      %lineId = 0;
+      while ( !%fileObj.isEOF() ) 
+      {
+         if(%lineId >= %startingLineId)
+         {
+            %line = %fileObj.readLine();
+            
+            if(strIsMatchExpr(%findText, %line))
+            {
+               return %lineId;
+            }
+         }
+         
+         %lineId++;
+      }
+      %fileObj.close();
+   }
+   
+   return -1;
+}
+
+function Tools::findInFunction(%file, %nameSpace, %functionName, %findText)
+{
+   %fileObj = new FileObject(){};
+   
+   %insideFunction = false;
+   %scopeDepth = 0;
+   
+   if ( %fileObj.openForRead( %file ) ) 
+   {
+      %lineId = -1;
+      while ( !%fileObj.isEOF() ) 
+      {
+         %line = %fileObj.readLine();
+         %lineId++;
+         
+         if(strIsMatchExpr("*function *(*)*", %line))
+         {
+            %start = strpos(%line, "function ");
+            %end = strpos(%line, "(", %start);
+            
+            %scannedFunctionName = "";
+
+            if(%start != -1 && %end != -1)
+            {
+               %scannedFunctionName = getSubStr(%line, %start + 9, %end-%start-9);
+            }
+            
+            %matchesFunctionSig = false;
+            if(%nameSpace !$= "")
+            {
+               if(%scannedFunctionName $= (%nameSpace @ "::" @ %functionName))
+                  %matchesFunctionSig = true;
+            }  
+            else
+            {
+               if(%scannedFunctionName $= %functionName)
+                  %matchesFunctionSig = true;
+            }
+            
+            if(!%matchesFunctionSig)
+               continue;
+               
+            %insideFunction = true;
+               
+            if(strIsMatchExpr("*{*", %line))
+            {
+               %scopeDepth++;
+            }
+            if(strIsMatchExpr("*}*", %line))
+            {
+               %scopeDepth--;
+            }
+         }
+         else
+         {
+            if(%insideFunction && strIsMatchExpr("*{*", %line))
+            {
+               %scopeDepth++;
+            }
+            if(%insideFunction && strIsMatchExpr("*}*", %line))
+            {
+               %scopeDepth--;
+               
+               if(%scopeDepth == 0) //we've fully backed out of the function scope, so resolve back to the parent
+               {
+                  %insideFunction = false;
+                  break;
+               }
+            }
+            
+            if(%insideFunction && strIsMatchExpr(%findText, %line))
+            {
+               break;
+            }
+         }
+      }
+      %fileObj.close();
+   }
+   
+   return %lineId;
+}
+
+function Tools::insertInFile(%file, %insertLineId, %insertText, %insertBefore)
+{
+   %fileOutput = new ArrayObject(){};
+   %fileObj = new FileObject(){};
+
+   if ( %fileObj.openForRead( %file ) ) 
+   {
+      %lineId = 0;
+      while ( !%fileObj.isEOF() ) 
+      {
+         %line = %fileObj.readLine();
+         
+         if(%insertLineId == %lineId)
+         {
+            if(!%insertBefore || %insertBefore $= "")
+            {
+               %fileOutput.add(%line);
+               %fileOutput.add(%insertText);
+            }
+            else
+            {
+               %fileOutput.add(%insertText);
+               %fileOutput.add(%line);
+            }
+         }
+         else
+         {
+            %fileOutput.add(%line);
+         }
+         
+         %lineId++;
+      }
+      %fileObj.close();
+   }
+   
+   if ( %fileObj.openForWrite( %file ) )
+   {
+      for(%i=0; %i < %fileOutput.count(); %i++)
+      {
+         %line = %fileOutput.getKey(%i);
+         
+         %fileObj.writeLine(%line);  
+      }
+      %fileObj.close();
+   }
+}

+ 4 - 0
Templates/BaseGame/game/tools/gui/editorSettingsWindow.ed.tscript

@@ -301,6 +301,10 @@ function ESettingsWindow::getGeneralSettings(%this)
    SettingsInspector.addSettingsField("WorldEditor/AutosaveInterval", "Autosave Interval(in minutes)", "int", "");
    SettingsInspector.endGroup();
    
+   SettingsInspector.startGroup("SubScenes");
+   SettingsInspector.addSettingsField("WorldEditor/subSceneCreateScalar", "SubScene Creation Scalar", "float", "Amount to scale SubScene's bounds by when creating from scene objects.", "1.5");
+   SettingsInspector.endGroup();
+   
    SettingsInspector.startGroup("Paths");
    //SettingsInspector.addSettingsField("WorldEditor/torsionPath", "Torsion Path", "filename", "");
    SettingsInspector.endGroup();

+ 2 - 0
Templates/BaseGame/game/tools/settings.xml

@@ -375,6 +375,8 @@
             name="orthoShowGrid">1</Setting>
         <Setting
             name="startupMode">Blank Level</Setting>
+        <Setting
+            name="subSceneCreateScalar">2</Setting>
         <Setting
             name="torsionPath">AssetWork_Debug.exe</Setting>
         <Setting

+ 26 - 2
Templates/BaseGame/game/tools/worldEditor/gui/WorldEditorTreeWindow.ed.gui

@@ -472,7 +472,7 @@ $guiContent = new GuiControl() {
          Profile = "ToolsGuiButtonProfile";
          HorizSizing = "left";
          VertSizing = "bottom";
-         Position = "290 22";
+         Position = "269 22";
          Extent = "16 16";
          MinExtent = "8 2";
          canSave = "1";
@@ -496,7 +496,7 @@ $guiContent = new GuiControl() {
          Profile = "ToolsGuiButtonProfile";
          HorizSizing = "left";
          VertSizing = "bottom";
-         Position = "311 22";
+         Position = "290 22";
          Extent = "16 16";
          MinExtent = "8 2";
          canSave = "1";
@@ -512,6 +512,30 @@ $guiContent = new GuiControl() {
          useModifiers = "1";
       };
       
+      new GuiBitmapButtonCtrl(EWAddSceneGroupButton) {
+         canSaveDynamicFields = "0";
+         internalName = "AddSceneGroup";
+         Enabled = "1";
+         isContainer = "0";
+         Profile = "ToolsGuiButtonProfile";
+         HorizSizing = "left";
+         VertSizing = "bottom";
+         Position = "311 22";
+         Extent = "16 16";
+         MinExtent = "8 2";
+         canSave = "1";
+         Visible = "1";
+         tooltipprofile = "ToolsGuiToolTipProfile";
+         ToolTip = "Add Scene Group";
+         hovertime = "1000";
+         bitmapAsset = "ToolsModule:add_simgroup_btn_n_image";
+         buttonType = "PushButton";
+         groupNum = "-1";
+         text = "";
+         useMouseEvents = "0";
+         useModifiers = "1";
+      };
+      
       new GuiBitmapButtonCtrl() {
          canSaveDynamicFields = "0";
          internalName = "DeleteSelection";

+ 91 - 2
Templates/BaseGame/game/tools/worldEditor/scripts/EditorGui.ed.tscript

@@ -2026,7 +2026,7 @@ function EditorTree::onRightMouseUp( %this, %itemId, %mouse, %obj )
       %popup.item[ 0 ] = "Delete" TAB "" TAB "EditorMenuEditDelete();";
       %popup.item[ 1 ] = "Group" TAB "" TAB "EWorldEditor.addSimGroup( true );";
       %popup.item[ 2 ] = "-";
-      %popup.item[ 3 ] = "Make select a Sub-Level" TAB "" TAB "MakeSelectionASublevel();";
+      %popup.item[ 3 ] = "Make selected a Sub-Level" TAB "" TAB "MakeSelectionASublevel();";
    }
    else
    {
@@ -2122,6 +2122,14 @@ function EditorTree::onRightMouseUp( %this, %itemId, %mouse, %obj )
                   %popup.enableItem(15, true);
                }
             }
+            else if(%obj.getClassName() $= "SimGroup" || 
+                    %obj.getClassName() $= "SceneGroup")
+            {
+               //if it's ACTUALLY a SimGroup or SceneGroup, have the ability to
+               //upconvert to SubScene  
+               %popup.item[ 12 ] = "-";
+               %popup.item[ 13 ] = "Convert to SubScene" TAB "" TAB "EWorldEditor.createSelectedAsSubScene( " @ %popup.object @ " );";
+            }
          }  
       }
    }
@@ -2161,7 +2169,7 @@ function EditorTree::isValidDragTarget( %this, %id, %obj )
    if( %obj.name $= "CameraBookmarks" )
       return EWorldEditor.areAllSelectedObjectsOfType( "CameraBookmark" );
    else
-      return ( %obj.getClassName() $= "SimGroup" || %obj.isMemberOfClass("Scene"));
+      return ( %obj.getClassName() $= "SimGroup" || %obj.isMemberOfClass("Scene") || %obj.isMemberOfClass("SceneGroup"));
 }
 
 function EditorTree::onBeginReparenting( %this )
@@ -2602,6 +2610,77 @@ function EWorldEditor::addSimGroup( %this, %groupCurrentSelection )
    %this.syncGui();
 }
 
+function EWorldEditor::addSceneGroup( %this, %groupCurrentSelection )
+{
+   %activeSelection = %this.getActiveSelection();
+   if ( %groupCurrentSelection && %activeSelection.getObjectIndex( getScene(0) ) != -1 )
+   {
+      toolsMessageBoxOK( "Error", "Cannot add Scene to a new SceneGroup" );
+      return;
+   }
+
+   // Find our parent.
+
+   %parent = getScene(0);
+   if( !%groupCurrentSelection && isObject( %activeSelection ) && %activeSelection.getCount() > 0 )
+   {
+      %firstSelectedObject = %activeSelection.getObject( 0 );
+      if( %firstSelectedObject.isMemberOfClass( "SimGroup" ) )
+         %parent = %firstSelectedObject;
+      else if( %firstSelectedObject.getId() != getScene(0).getId() )
+         %parent = %firstSelectedObject.parentGroup;
+   }
+   
+   // If we are about to do a group-selected as well,
+   // starting recording an undo compound.
+   
+   if( %groupCurrentSelection )
+      Editor.getUndoManager().pushCompound( "Group Selected" );
+   
+   // Create the SimGroup.
+   
+   %object = new SceneGroup()
+   {
+      parentGroup = %parent;
+   };
+   MECreateUndoAction::submit( %object );
+   
+   // Put selected objects into the group, if requested.
+   
+   if( %groupCurrentSelection && isObject( %activeSelection ) )
+   {
+      %undo = UndoActionReparentObjects::create( EditorTree );
+      
+      %numObjects = %activeSelection.getCount();
+      for( %i = 0; %i < %numObjects; %i ++ )
+      {
+         %sel = %activeSelection.getObject( %i );
+         %undo.add( %sel, %sel.parentGroup, %object );
+         %object.add( %sel );
+      }
+      
+      %undo.addToManager( Editor.getUndoManager() );
+   }
+      
+   // Stop recording for group-selected.
+   
+   if( %groupCurrentSelection )
+      Editor.getUndoManager().popCompound();
+   
+   // When not grouping selection, make the newly created SimGroup the
+   // current selection.
+   
+   if( !%groupCurrentSelection )
+   {
+      EWorldEditor.clearSelection();
+      EWorldEditor.selectObject( %object );
+   }
+
+   // Refresh the Gui.
+   
+   %this.syncGui();
+}
+
 function EWorldEditor::toggleLockChildren( %this, %simGroup )
 {
    foreach( %child in %simGroup )
@@ -2869,6 +2948,16 @@ function EWAddSimGroupButton::onCtrlClick( %this )
    EWorldEditor.addSimGroup( true );
 }
 
+function EWAddSceneGroupButton::onDefaultClick( %this )
+{
+   EWorldEditor.addSceneGroup();
+}
+
+function EWAddSceneGroupButton::onCtrlClick( %this )
+{
+   EWorldEditor.addSceneGroup( true );
+}
+
 //------------------------------------------------------------------------------
 
 function EWToolsToolbar::reset( %this )

+ 1 - 0
Templates/BaseGame/game/tools/worldEditor/scripts/editorPrefs.ed.tscript

@@ -34,6 +34,7 @@ EditorSettings.setDefaultValue(  "orthoFOV",                "50" );
 EditorSettings.setDefaultValue(  "orthoShowGrid",           "1" );
 EditorSettings.setDefaultValue(  "AutosaveInterval",        "5" );
 EditorSettings.setDefaultValue(  "forceSidebarToSide",        "1" );
+EditorSettings.setDefaultValue(  "subSceneCreateScalar",        $SubScene::createScalar );
 
 if( isFile( "C:/Program Files/Torsion/Torsion.exe" ) )
    EditorSettings.setDefaultValue(  "torsionPath",          "C:/Program Files/Torsion/Torsion.exe" );

+ 74 - 0
Templates/BaseGame/game/tools/worldEditor/scripts/editors/worldEditor.ed.tscript

@@ -554,3 +554,77 @@ function simGroup::onInspectPostApply(%this)
     %this.callOnChildren("setHidden",%this.hidden);
     %this.callOnChildren("setLocked",%this.locked);    
 }
+
+function simGroup::SelectFiteredObjects(%this, %min, %max)
+{
+    EWorldEditor.clearSelection();
+    %this.callOnChildren("filteredSelect", %min, %max );
+}
+
+function SceneObject::filteredSelect(%this, %min, %max)
+{
+    %box = %this.getWorldBox();
+    %xlength = mAbs(getWord(%box,0) - getWord(%box,3));
+    %ylength = mAbs(getWord(%box,1) - getWord(%box,4));
+    %Zlength = mAbs(getWord(%box,2) - getWord(%box,5));
+    %diagSq = mPow(%xlength,2)+mPow(%ylength,2)+mPow(%Zlength,2);
+    if (%diagSq > mPow(%min,2) && %diagSq < mPow(%max,2))
+    {
+        EWorldEditor.selectObject(%this);
+    }
+}
+
+function simGroup::onInspect(%obj, %inspector)
+{
+   //Find the 'Editing' group in the inspector
+   %group = %inspector.findExistentGroup("Editing");
+   if(isObject(%group))
+   {
+      //We add a field of the type 'SimGroupSelectionButton'. This isn't a 'real' type, so when the inspector group tries to add it
+      //it will route down through GuiInspectorGroup(the namespace of %group) and call onConstructField in an attemp to see if there's any
+      //script defined functions that can build a field of that type.
+      //We happen to define the required 'build @ <fieldTypeName> @ Field()' function below, allowing us to build out the custom field type
+      %group.addField("minSize", "F32", "min diagonal size of objects");
+      %group.addField("maxSize", "F32", "max diagonal size of objects");
+      %group.addField("select", "SimGroupSelectionButton", "Select filtered objects");
+    }
+}
+
+function GuiInspectorGroup::buildSimGroupSelectionButtonField(%this, %fieldName, %fieldLabel, %fieldDesc,
+                                 %fieldDefaultVal, %fieldDataVals, %callback, %ownerObj)
+{
+   %container = new GuiControl() {
+      canSaveDynamicFields = "0";
+      Profile = "EditorContainerProfile";
+      HorizSizing = "right";
+      VertSizing = "bottom";
+      Position = "0 0";
+      Extent = "300 18";
+      MinExtent = "8 2";
+      canSave = "0";
+      Visible = "1";
+      hovertime = "100";
+      tooltip = "";// %tooltip;
+      tooltipProfile = "EditorToolTipProfile";
+      
+      new GuiButtonCtrl() {
+         canSaveDynamicFields = "0";
+         Profile = "ToolsGuiButtonProfile";
+         HorizSizing = "right";
+         VertSizing = "bottom";
+         Position = "16 3";
+         Extent = "300 18";
+         MinExtent = "8 2";
+         canSave = "0";
+         Visible = "1";
+         hovertime = "100";
+         tooltip = ""; //%tooltip;
+         tooltipProfile = "EditorToolTipProfile";
+         text = %fieldName;
+         maxLength = "1024";
+         command = %ownerObj @ ".SelectFiteredObjects("@ %ownerObj.minSize @","@ %ownerObj.maxSize @");";
+      };
+   };
+
+   %this-->stack.add(%container);
+}

+ 8 - 9
Templates/BaseGame/game/tools/worldEditor/scripts/menuHandlers.ed.tscript

@@ -329,9 +329,6 @@ function EditorSaveMission()
 
    if(EWorldEditor.isDirty || ETerrainEditor.isMissionDirty)
    {
-      //Inform objects a save is happening, in case there is any special pre-save behavior a class needs to do
-      getScene(0).callOnChildren("onSaving", $Server::MissionFile);
-   
       getScene(0).save($Server::MissionFile);
       
    }
@@ -604,18 +601,20 @@ function EditorOpenSceneAppend(%levelAsset)
 
 function MakeSelectionASublevel()
 {
-   /*%size = EWorldEditor.getSelectionSize();
+   %size = EWorldEditor.getSelectionSize();
    if ( %size == 0 )
       return;
       
-   //Make a new Scene object
-      
+   //Make a group for the objects to go into to be processed as into a
+   //subscene
+   %group = new SimGroup();
    for(%i=0; %i < %size; %i++)
    {
-      
+      %group.add(EWorldEditor.getSelectedObject(%i));
    }
-   %a = EWorldEditor.getSelectedObject(0);
-   %b = EWorldEditor.getSelectedObject(1);*/
+   
+   //Now that we have a group, process it into a subscene
+   EWorldEditor.createSelectedAsSubScene(%group);
 }
 
 function updateEditorRecentLevelsList(%levelAssetId)