Просмотр исходного кода

Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files

Areloch 5 лет назад
Родитель
Сommit
f7b891442a
92 измененных файлов с 1713 добавлено и 514 удалено
  1. 9 2
      Engine/source/T3D/assets/CppAsset.cpp
  2. 1 1
      Engine/source/T3D/assets/CppAsset.h
  3. 4 5
      Engine/source/T3D/assets/ImageAsset.cpp
  4. 88 8
      Engine/source/T3D/assets/LevelAsset.cpp
  5. 10 0
      Engine/source/T3D/assets/LevelAsset.h
  6. 4 2
      Engine/source/T3D/assets/MaterialAsset.cpp
  7. 1 1
      Engine/source/T3D/assets/PostEffectAsset.cpp
  8. 23 0
      Engine/source/T3D/assets/ShapeAsset.cpp
  9. 8 0
      Engine/source/T3D/assets/ShapeAsset.h
  10. 5 3
      Engine/source/T3D/assets/TerrainAsset.cpp
  11. 2 3
      Engine/source/T3D/assets/TerrainMaterialAsset.cpp
  12. 5 0
      Engine/source/T3D/assets/stateMachineAsset.cpp
  13. 1 1
      Engine/source/T3D/assets/stateMachineAsset.h
  14. 56 24
      Engine/source/T3D/tsStatic.cpp
  15. 11 3
      Engine/source/gui/controls/guiTreeViewCtrl.cpp
  16. 2 2
      Engine/source/gui/editor/guiInspector.cpp
  17. 1 0
      Engine/source/gui/editor/inspector/group.cpp
  18. 1 2
      Engine/source/materials/materialDefinition.cpp
  19. 0 1
      Engine/source/materials/materialDefinition.h
  20. 0 7
      Engine/source/materials/processedMaterial.cpp
  21. 5 2
      Engine/source/materials/processedShaderMaterial.cpp
  22. 0 5
      Engine/source/shaderGen/HLSL/shaderFeatureHLSL.cpp
  23. 1 1
      Engine/source/sqlite/SQLiteObject.cpp
  24. 7 2
      Templates/BaseGame/game/core/clientServer/scripts/client/connectionToServer.cs
  25. 1 1
      Templates/BaseGame/game/core/clientServer/scripts/server/levelDownload.cs
  26. 2 2
      Templates/BaseGame/game/core/gameObjects/shapes/materials.cs
  27. 8 1
      Templates/BaseGame/game/core/lighting/scripts/lighting.cs
  28. 19 1
      Templates/BaseGame/game/core/postFX/scripts/MotionBlurFx.cs
  29. 8 0
      Templates/BaseGame/game/core/postFX/scripts/dof.cs
  30. 1 1
      Templates/BaseGame/game/core/postFX/scripts/vignette.cs
  31. 2 2
      Templates/BaseGame/game/core/rendering/shaders/postFX/motionBlurP.hlsl
  32. 3 0
      Templates/BaseGame/game/core/settings.xml
  33. 1 1
      Templates/BaseGame/game/core/utility/scripts/globals.cs
  34. 29 0
      Templates/BaseGame/game/core/utility/scripts/helperFunctions.cs
  35. 2 2
      Templates/BaseGame/game/data/ExampleModule/source/ExampleCppObject.asset.taml
  36. 1 3
      Templates/BaseGame/game/data/ui/guis/chooseLevelDlg.cs
  37. 1 1
      Templates/BaseGame/game/tools/VerveEditor/GUI/VerveEditorGroupBuilder.gui
  38. 0 2
      Templates/BaseGame/game/tools/assetBrowser/guis/assetPreviewButtonsTemplate.gui
  39. 8 7
      Templates/BaseGame/game/tools/assetBrowser/main.cs
  40. 162 34
      Templates/BaseGame/game/tools/assetBrowser/scripts/assetBrowser.cs
  41. 57 2
      Templates/BaseGame/game/tools/assetBrowser/scripts/assetImport.cs
  42. 0 3
      Templates/BaseGame/game/tools/assetBrowser/scripts/assetImportConfig.cs
  43. 20 4
      Templates/BaseGame/game/tools/assetBrowser/scripts/assetTypes/assetTypeExample.cs
  44. 57 9
      Templates/BaseGame/game/tools/assetBrowser/scripts/assetTypes/cpp.cs
  45. 44 0
      Templates/BaseGame/game/tools/assetBrowser/scripts/assetTypes/cubemap.cs
  46. 1 1
      Templates/BaseGame/game/tools/assetBrowser/scripts/assetTypes/folder.cs
  47. 25 0
      Templates/BaseGame/game/tools/assetBrowser/scripts/assetTypes/gameObject.cs
  48. 45 0
      Templates/BaseGame/game/tools/assetBrowser/scripts/assetTypes/gui.cs
  49. 31 19
      Templates/BaseGame/game/tools/assetBrowser/scripts/assetTypes/image.cs
  50. 48 1
      Templates/BaseGame/game/tools/assetBrowser/scripts/assetTypes/level.cs
  51. 38 58
      Templates/BaseGame/game/tools/assetBrowser/scripts/assetTypes/material.cs
  52. 51 0
      Templates/BaseGame/game/tools/assetBrowser/scripts/assetTypes/postFX.cs
  53. 19 65
      Templates/BaseGame/game/tools/assetBrowser/scripts/assetTypes/script.cs
  54. 23 3
      Templates/BaseGame/game/tools/assetBrowser/scripts/directoryHandling.cs
  55. 94 1
      Templates/BaseGame/game/tools/assetBrowser/scripts/editAsset.cs
  56. 22 1
      Templates/BaseGame/game/tools/assetBrowser/scripts/editModule.cs
  57. 31 4
      Templates/BaseGame/game/tools/assetBrowser/scripts/popupMenus.cs
  58. 0 0
      Templates/BaseGame/game/tools/assetBrowser/scripts/templateFiles/CppModuleFile.cpp.template
  59. 0 0
      Templates/BaseGame/game/tools/assetBrowser/scripts/templateFiles/CppStaticClassFile.cpp.template
  60. 0 0
      Templates/BaseGame/game/tools/assetBrowser/scripts/templateFiles/CppStaticClassFile.h.template
  61. 2 0
      Templates/BaseGame/game/tools/base/images/materials.cs
  62. 10 9
      Templates/BaseGame/game/tools/componentEditor/interface/materialFieldType.cs
  63. 30 6
      Templates/BaseGame/game/tools/convexEditor/convexEditorGui.cs
  64. 1 1
      Templates/BaseGame/game/tools/convexEditor/main.cs
  65. 1 1
      Templates/BaseGame/game/tools/gui/editorSettingsWindow.ed.cs
  66. 9 1
      Templates/BaseGame/game/tools/gui/fieldTypes/fieldTypes.cs
  67. BIN
      Templates/BaseGame/game/tools/gui/images/folderDown.png
  68. BIN
      Templates/BaseGame/game/tools/gui/images/folderUp.png
  69. BIN
      Templates/BaseGame/game/tools/gui/images/rightArrowWhite.png
  70. 1 1
      Templates/BaseGame/game/tools/gui/postFxEditor.gui
  71. 21 0
      Templates/BaseGame/game/tools/gui/profiles.ed.cs
  72. 141 0
      Templates/BaseGame/game/tools/levels/DefaultEditorFile.mis
  73. 0 0
      Templates/BaseGame/game/tools/levels/DefaultEditorLevel.mis
  74. 0 0
      Templates/BaseGame/game/tools/levels/DefaultEditorLevel.postfxpreset.cs
  75. 0 0
      Templates/BaseGame/game/tools/levels/DefaultEditorLevel_preview.png
  76. 111 0
      Templates/BaseGame/game/tools/levels/EditorTemplateLevel.mis
  77. 53 0
      Templates/BaseGame/game/tools/levels/EditorTemplateLevel.postfxpreset.cs
  78. 1 4
      Templates/BaseGame/game/tools/main.cs
  79. 1 1
      Templates/BaseGame/game/tools/meshRoadEditor/main.cs
  80. 1 1
      Templates/BaseGame/game/tools/navEditor/main.cs
  81. 1 1
      Templates/BaseGame/game/tools/riverEditor/main.cs
  82. 1 1
      Templates/BaseGame/game/tools/roadEditor/main.cs
  83. 181 175
      Templates/BaseGame/game/tools/settings.xml
  84. 1 1
      Templates/BaseGame/game/tools/shapeEditor/main.cs
  85. 1 1
      Templates/BaseGame/game/tools/worldEditor/gui/GeneralSettingsTab.ed.gui
  86. 3 1
      Templates/BaseGame/game/tools/worldEditor/scripts/EditorGui.ed.cs
  87. 0 1
      Templates/BaseGame/game/tools/worldEditor/scripts/editorPrefs.ed.cs
  88. 30 1
      Templates/BaseGame/game/tools/worldEditor/scripts/menuHandlers.ed.cs
  89. 3 0
      Templates/BaseGame/game/tools/worldEditor/scripts/menus.ed.cs
  90. 1 1
      Templates/BaseGame/game/tools/worldEditor/scripts/visibility/miscViz.cs
  91. 2 2
      Templates/BaseGame/game/tools/worldEditor/scripts/visibility/visibilityLayer.ed.cs
  92. 7 0
      Tools/CMake/torque3d.cmake

+ 9 - 2
Engine/source/T3D/assets/CppAsset.cpp

@@ -137,7 +137,7 @@ void CppAsset::setCppFile(const char* pCppFile)
       return;
 
    // Update.
-   mCodeFile = getOwned() ? expandAssetFilePath(pCppFile) : StringTable->insert(pCppFile);
+   mCodeFile = /*getOwned() ? expandAssetFilePath(pCppFile) : */StringTable->insert(pCppFile);
 
    // Refresh the asset.
    refreshAsset();
@@ -156,8 +156,15 @@ void CppAsset::setHeaderFile(const char* pHeaderFile)
       return;
 
    // Update.
-   mHeaderFile = getOwned() ? expandAssetFilePath(pHeaderFile) : StringTable->insert(pHeaderFile);
+   mHeaderFile = /*getOwned() ? expandAssetFilePath(pHeaderFile) :*/ StringTable->insert(pHeaderFile);
 
    // Refresh the asset.
    refreshAsset();
 }
+
+void CppAsset::initializeAsset()
+{
+   mCodeFile = expandAssetFilePath(mCodeFile);
+
+   mHeaderFile = expandAssetFilePath(mHeaderFile);
+}

+ 1 - 1
Engine/source/T3D/assets/CppAsset.h

@@ -65,7 +65,7 @@ public:
    inline StringTableEntry getHeaderFile(void) const { return mHeaderFile; };
 
 protected:
-	virtual void            initializeAsset(void) {};
+	virtual void            initializeAsset(void);
 	virtual void            onAssetRefresh(void) {};
 
    static bool setCppFile(void *obj, const char *index, const char *data) { static_cast<CppAsset*>(obj)->setCppFile(data); return false; }

+ 4 - 5
Engine/source/T3D/assets/ImageAsset.cpp

@@ -141,7 +141,9 @@ void ImageAsset::loadImage()
 
 void ImageAsset::initializeAsset()
 {
-   setImageFileName(mImageFileName);
+   mImageFileName = expandAssetFilePath(mImageFileName);
+
+   loadImage();
 }
 
 void ImageAsset::onAssetRefresh()
@@ -155,10 +157,7 @@ void ImageAsset::setImageFileName(const char* pScriptFile)
    AssertFatal(pScriptFile != NULL, "Cannot use a NULL image file.");
 
    // Update.
-   mImageFileName = getOwned() ? expandAssetFilePath(pScriptFile) : StringTable->insert(pScriptFile);
-
-   // Refresh the asset.
-   loadImage();
+   mImageFileName = StringTable->insert(pScriptFile);
 }
 
 DefineEngineMethod(ImageAsset, getImageFilename, const char*, (), ,

+ 88 - 8
Engine/source/T3D/assets/LevelAsset.cpp

@@ -119,13 +119,13 @@ void LevelAsset::initPersistFields()
       &setPreviewImageFile, &getPreviewImageFile, "Path to the image used for selection preview.");
 
    addProtectedField("PostFXPresetFile", TypeAssetLooseFilePath, Offset(mPostFXPresetFile, LevelAsset),
-      &setLevelFile, &getLevelFile, "Path to the level's postFXPreset.");
+      &setPostFXPresetFile, &getPostFXPresetFile, "Path to the level's postFXPreset.");
    addProtectedField("DecalsFile", TypeAssetLooseFilePath, Offset(mDecalsFile, LevelAsset),
-      &setLevelFile, &getLevelFile, "Path to the decals cache file.");
+      &setDecalsFile, &getDecalsFile, "Path to the decals cache file.");
    addProtectedField("ForestFile", TypeAssetLooseFilePath, Offset(mForestFile, LevelAsset),
-      &setLevelFile, &getLevelFile, "Path to the Forest cache file.");
+      &setForestFile, &getForestFile, "Path to the Forest cache file.");
    addProtectedField("NavmeshFile", TypeAssetLooseFilePath, Offset(mNavmeshFile, LevelAsset),
-      &setLevelFile, &getLevelFile, "Path to the navmesh file.");
+      &setNavmeshFile, &getNavmeshFile, "Path to the navmesh file.");
 
    addProtectedField("EditorFile", TypeAssetLooseFilePath, Offset(mEditorFile, LevelAsset),
       &setEditorFile, &getEditorFile, "Path to the level file with objects that were removed as part of the baking process. Loaded when the editor is loaded for ease of editing.");
@@ -153,6 +153,10 @@ void LevelAsset::initializeAsset()
    // Ensure the image-file is expanded.
    mPreviewImage = expandAssetFilePath(mPreviewImage);
    mLevelFile = expandAssetFilePath(mLevelFile);
+   mPostFXPresetFile = expandAssetFilePath(mPostFXPresetFile);
+   mDecalsFile = expandAssetFilePath(mDecalsFile);
+   mForestFile = expandAssetFilePath(mForestFile);
+   mNavmeshFile = expandAssetFilePath(mNavmeshFile);
 }
 
 //
@@ -169,7 +173,7 @@ void LevelAsset::setLevelFile(const char* pLevelFile)
       return;
 
    // Update.
-   mLevelFile = getOwned() ? expandAssetFilePath(pLevelFile) : StringTable->insert(pLevelFile);
+   mLevelFile = pLevelFile;
 
    // Refresh the asset.
    refreshAsset();
@@ -188,7 +192,7 @@ void LevelAsset::setImageFile(const char* pImageFile)
       return;
 
    // Update.
-   mPreviewImage = getOwned() ? expandAssetFilePath(pImageFile) : StringTable->insert(pImageFile);
+   mPreviewImage = pImageFile;
 
    // Refresh the asset.
    refreshAsset();
@@ -207,7 +211,7 @@ void LevelAsset::setEditorFile(const char* pEditorFile)
       return;
 
    // Update.
-   mEditorFile = getOwned() ? expandAssetFilePath(pEditorFile) : StringTable->insert(pEditorFile);
+   mEditorFile = pEditorFile;
 
    // Refresh the asset.
    refreshAsset();
@@ -226,7 +230,83 @@ void LevelAsset::setBakedSceneFile(const char* pBakedSceneFile)
       return;
 
    // Update.
-   mBakedSceneFile = getOwned() ? expandAssetFilePath(pBakedSceneFile) : StringTable->insert(pBakedSceneFile);
+   mBakedSceneFile = pBakedSceneFile;
+
+   // Refresh the asset.
+   refreshAsset();
+}
+
+void LevelAsset::setPostFXPresetFile(const char* pPostFXPresetFile)
+{
+   // Sanity!
+   AssertFatal(pPostFXPresetFile != NULL, "Cannot use a NULL postFX preset file.");
+
+   // Fetch file.
+   pPostFXPresetFile = StringTable->insert(pPostFXPresetFile);
+
+   // Ignore no change,
+   if (pPostFXPresetFile == mPostFXPresetFile)
+      return;
+
+   // Update.
+   mPostFXPresetFile = pPostFXPresetFile;
+
+   // Refresh the asset.
+   refreshAsset();
+}
+
+void LevelAsset::setDecalsFile(const char* pDecalsFile)
+{
+   // Sanity!
+   AssertFatal(pDecalsFile != NULL, "Cannot use a NULL decals file.");
+
+   // Fetch file.
+   pDecalsFile = StringTable->insert(pDecalsFile);
+
+   // Ignore no change,
+   if (pDecalsFile == mDecalsFile)
+      return;
+
+   // Update.
+   mDecalsFile = pDecalsFile;
+
+   // Refresh the asset.
+   refreshAsset();
+}
+
+void LevelAsset::setForestFile(const char* pForestFile)
+{
+   // Sanity!
+   AssertFatal(pForestFile != NULL, "Cannot use a NULL decals file.");
+
+   // Fetch file.
+   pForestFile = StringTable->insert(pForestFile);
+
+   // Ignore no change,
+   if (pForestFile == mForestFile)
+      return;
+
+   // Update.
+   mForestFile = pForestFile;
+
+   // Refresh the asset.
+   refreshAsset();
+}
+
+void LevelAsset::setNavmeshFile(const char* pNavmeshFile)
+{
+   // Sanity!
+   AssertFatal(pNavmeshFile != NULL, "Cannot use a NULL Navmesh file.");
+
+   // Fetch file.
+   pNavmeshFile = StringTable->insert(pNavmeshFile);
+
+   // Ignore no change,
+   if (pNavmeshFile == mNavmeshFile)
+      return;
+
+   // Update.
+   mNavmeshFile = pNavmeshFile;
 
    // Refresh the asset.
    refreshAsset();

+ 10 - 0
Engine/source/T3D/assets/LevelAsset.h

@@ -102,6 +102,16 @@ protected:
    static bool setBakedSceneFile(void* obj, const char* index, const char* data) { static_cast<LevelAsset*>(obj)->setBakedSceneFile(data); return false; }
    static const char* getBakedSceneFile(void* obj, const char* data) { return static_cast<LevelAsset*>(obj)->getBakedSceneFile(); }
 
+   static bool setPostFXPresetFile(void* obj, const char* index, const char* data) { static_cast<LevelAsset*>(obj)->setPostFXPresetFile(data); return false; }
+   static const char* getPostFXPresetFile(void* obj, const char* data) { return static_cast<LevelAsset*>(obj)->getPostFXPresetFile(); }
+   static bool setDecalsFile(void* obj, const char* index, const char* data) { static_cast<LevelAsset*>(obj)->setDecalsFile(data); return false; }
+   static const char* getDecalsFile(void* obj, const char* data) { return static_cast<LevelAsset*>(obj)->getDecalsFile(); }
+
+   static bool setForestFile(void* obj, const char* index, const char* data) { static_cast<LevelAsset*>(obj)->setForestFile(data); return false; }
+   static const char* getForestFile(void* obj, const char* data) { return static_cast<LevelAsset*>(obj)->getForestFile(); }
+   static bool setNavmeshFile(void* obj, const char* index, const char* data) { static_cast<LevelAsset*>(obj)->setNavmeshFile(data); return false; }
+   static const char* getNavmeshFile(void* obj, const char* data) { return static_cast<LevelAsset*>(obj)->getNavmeshFile(); }
+
 
    virtual void            initializeAsset(void);
    virtual void            onAssetRefresh(void) {}

+ 4 - 2
Engine/source/T3D/assets/MaterialAsset.cpp

@@ -221,7 +221,9 @@ GuiControl* GuiInspectorTypeMaterialAssetPtr::constructEditControl()
 
    char bitmapName[512] = "tools/worldEditor/images/toolbar/shape-editor";
 
-   if (!Sim::findObject(matAsset->getMaterialDefinitionName(), materialDef))
+   StringTableEntry matDefName = matAsset ? matAsset->getMaterialDefinitionName() : matAssetId;
+
+   if (!Sim::findObject(matDefName, materialDef))
    {
       Con::errorf("GuiInspectorTypeMaterialAssetPtr::constructEditControl() - unable to find material in asset");
    }
@@ -244,7 +246,7 @@ GuiControl* GuiInspectorTypeMaterialAssetPtr::constructEditControl()
    mMatPreviewButton->setDataField(StringTable->insert("hovertime"), NULL, "1000");
 
    StringBuilder strbld;
-   strbld.append(matAsset->getMaterialDefinitionName());
+   strbld.append(matDefName);
    strbld.append("\n");
    strbld.append("Open this file in the Material Editor");
 

+ 1 - 1
Engine/source/T3D/assets/PostEffectAsset.cpp

@@ -149,7 +149,7 @@ void PostEffectAsset::setScriptFile(const char* pScriptFile)
       return;
 
    // Update.
-   mScriptFile = getOwned() ? expandAssetFilePath(pScriptFile) : StringTable->insert(pScriptFile);
+   mScriptFile = pScriptFile;
 
    // Refresh the asset.
    refreshAsset();

+ 23 - 0
Engine/source/T3D/assets/ShapeAsset.cpp

@@ -88,6 +88,7 @@ ConsoleSetType(TypeShapeAssetPtr)
 ShapeAsset::ShapeAsset()
 {
    mFileName = StringTable->EmptyString();
+   mConstructorFileName = StringTable->EmptyString();
 }
 
 //-----------------------------------------------------------------------------
@@ -105,6 +106,8 @@ void ShapeAsset::initPersistFields()
 
    addProtectedField("fileName", TypeAssetLooseFilePath, Offset(mFileName, ShapeAsset),
       &setShapeFile, &getShapeFile, "Path to the shape file we want to render");
+   addProtectedField("constuctorFileName", TypeAssetLooseFilePath, Offset(mConstructorFileName, ShapeAsset),
+      &setShapeConstructorFile, &getShapeConstructorFile, "Path to the shape file we want to render");
 }
 
 void ShapeAsset::setDataField(StringTableEntry slotName, const char *array, const char *value)
@@ -135,6 +138,8 @@ void ShapeAsset::initializeAsset()
    if (!Platform::isFullPath(mFileName))
       mFileName = getOwned() ? expandAssetFilePath(mFileName) : mFileName;
 
+   mConstructorFileName = expandAssetFilePath(mConstructorFileName);
+
    loadShape();
 }
 
@@ -156,6 +161,24 @@ void ShapeAsset::setShapeFile(const char* pShapeFile)
    refreshAsset();
 }
 
+void ShapeAsset::setShapeConstructorFile(const char* pShapeConstructorFile)
+{
+   // Sanity!
+   AssertFatal(pShapeConstructorFile != NULL, "Cannot use a NULL shape constructor file.");
+
+   // Fetch image file.
+   pShapeConstructorFile = StringTable->insert(pShapeConstructorFile);
+
+   // Ignore no change,
+   if (pShapeConstructorFile == mConstructorFileName)
+      return;
+
+   mConstructorFileName = pShapeConstructorFile;
+
+   // Refresh the asset.
+   refreshAsset();
+}
+
 void ShapeAsset::_onResourceChanged(const Torque::Path &path)
 {
    if (path != Torque::Path(mFileName) )

+ 8 - 0
Engine/source/T3D/assets/ShapeAsset.h

@@ -63,6 +63,7 @@ class ShapeAsset : public AssetBase
 
 protected:
    StringTableEntry   mFileName;
+   StringTableEntry   mConstructorFileName;
    Resource<TSShape>	 mShape;
 
    //Material assets we're dependent on and use
@@ -124,11 +125,18 @@ public:
    void                    setShapeFile(const char* pScriptFile);
    inline StringTableEntry getShapeFile(void) const { return mFileName; };
 
+   void                    setShapeConstructorFile(const char* pScriptFile);
+   inline StringTableEntry getShapeConstructorFile(void) const { return mConstructorFileName; };
+
 protected:
    virtual void            onAssetRefresh(void);
 
    static bool setShapeFile(void *obj, const char *index, const char *data) { static_cast<ShapeAsset*>(obj)->setShapeFile(data); return false; }
    static const char* getShapeFile(void* obj, const char* data) { return static_cast<ShapeAsset*>(obj)->getShapeFile(); }
+
+   static bool setShapeConstructorFile(void* obj, const char* index, const char* data) { static_cast<ShapeAsset*>(obj)->setShapeConstructorFile(data); return false; }
+   static const char* getShapeConstructorFile(void* obj, const char* data) { return static_cast<ShapeAsset*>(obj)->getShapeConstructorFile(); }
+
 };
 
 DefineConsoleType(TypeShapeAssetPtr, S32)

+ 5 - 3
Engine/source/T3D/assets/TerrainAsset.cpp

@@ -131,8 +131,7 @@ void TerrainAsset::initializeAsset()
    // Call parent.
    Parent::initializeAsset();
 
-   if (!Platform::isFullPath(mTerrainFilePath))
-      mTerrainFilePath = getOwned() ? expandAssetFilePath(mTerrainFilePath) : mTerrainFilePath;
+   mTerrainFilePath = expandAssetFilePath(mTerrainFilePath);
 
    loadTerrain();
 }
@@ -153,7 +152,7 @@ void TerrainAsset::setTerrainFilePath(const char* pScriptFile)
    pScriptFile = StringTable->insert(pScriptFile);
 
    // Update.
-   mTerrainFilePath = getOwned() ? expandAssetFilePath(pScriptFile) : pScriptFile;
+   mTerrainFilePath = pScriptFile;
 
    // Refresh the asset.
    refreshAsset();
@@ -161,6 +160,9 @@ void TerrainAsset::setTerrainFilePath(const char* pScriptFile)
 
 bool TerrainAsset::loadTerrain()
 {
+   if (!Platform::isFile(mTerrainFilePath))
+      return false;
+
    mTerrMaterialAssets.clear();
    mTerrMaterialAssetIds.clear();
 

+ 2 - 3
Engine/source/T3D/assets/TerrainMaterialAsset.cpp

@@ -120,8 +120,7 @@ void TerrainMaterialAsset::initializeAsset()
 
    compileShader();
 
-   if (!Platform::isFullPath(mScriptFile))
-      mScriptFile = getOwned() ? expandAssetFilePath(mScriptFile) : mScriptFile;
+   mScriptFile = expandAssetFilePath(mScriptFile);
 
    if (Platform::isFile(mScriptFile))
       Con::executeFile(mScriptFile, false, false);
@@ -156,7 +155,7 @@ void TerrainMaterialAsset::setScriptFile(const char* pScriptFile)
    pScriptFile = StringTable->insert(pScriptFile);
 
    // Update.
-   mScriptFile = getOwned() ? expandAssetFilePath(pScriptFile) : pScriptFile;
+   mScriptFile = pScriptFile;
 
    // Refresh the asset.
    refreshAsset();

+ 5 - 0
Engine/source/T3D/assets/stateMachineAsset.cpp

@@ -139,6 +139,11 @@ void StateMachineAsset::setStateMachineFile(const char* pStateMachineFile)
    refreshAsset();
 }
 
+void StateMachineAsset::initializeAsset()
+{
+   mStateMachineFile = expandAssetFilePath(mStateMachineFile);
+}
+
 
 DefineEngineMethod(StateMachineAsset, notifyAssetChanged, void, (),,"")
 {

+ 1 - 1
Engine/source/T3D/assets/stateMachineAsset.h

@@ -63,7 +63,7 @@ public:
    inline StringTableEntry getStateMachineFile(void) const { return mStateMachineFile; };
 
 protected:
-   virtual void            initializeAsset(void) {}
+   virtual void            initializeAsset(void);
    virtual void            onAssetRefresh(void) {}
 
    static bool setStateMachineFile(void *obj, const char *index, const char *data) { static_cast<StateMachineAsset*>(obj)->setStateMachineFile(data); return false; }

+ 56 - 24
Engine/source/T3D/tsStatic.cpp

@@ -165,7 +165,7 @@ EndImplementEnumType;
 
 void TSStatic::initPersistFields()
 {
-   addGroup("Media");
+   addGroup("Shape");
 
       addProtectedField("shapeAsset", TypeShapeAssetPtr, Offset(mShapeAsset, TSStatic),
          &TSStatic::_setShapeAsset, &defaultProtectedGetFn,
@@ -174,6 +174,9 @@ void TSStatic::initPersistFields()
       addField("shapeName",   TypeShapeFilename,  Offset( mShapeName, TSStatic ),
          "%Path and filename of the model file (.DTS, .DAE) to use for this TSStatic.", AbstractClassRep::FieldFlags::FIELD_HideInInspectors );
 
+   endGroup("Shape");
+
+   addGroup("Materials");
       addProtectedField( "skin", TypeRealString, Offset( mAppliedSkinName, TSStatic ), &_setFieldSkin, &_getFieldSkin,
       "@brief The skin applied to the shape.\n\n"
 
@@ -199,9 +202,8 @@ void TSStatic::initPersistFields()
       "Material targets are only renamed if an existing Material maps to that "
       "name, or if there is a diffuse texture in the model folder with the same "
       "name as the new target.\n\n" );
-
-   endGroup("Media");
-
+   endGroup("Materials");
+   
    addGroup("Rendering");
 
       addField( "playAmbient",   TypeBool,   Offset( mPlayAmbient, TSStatic ),
@@ -1606,20 +1608,20 @@ void TSStatic::updateMaterials()
 
 void TSStatic::onInspect(GuiInspector* inspector)
 {
-   //Put the GameObject group before everything that'd be gameobject-effecting, for orginazational purposes
-   GuiInspectorGroup* tsStaticInspGroup = new GuiInspectorGroup("Shape", inspector);
-
-   tsStaticInspGroup->registerObject();
-   inspector->addInspectorGroup(tsStaticInspGroup);
-   inspector->addObject(tsStaticInspGroup);
+   if (mShapeAsset == nullptr)
+      return;
 
+   //Put the GameObject group before everything that'd be gameobject-effecting, for orginazational purposes
+   GuiInspectorGroup* materialGroup = inspector->findExistentGroup(StringTable->insert("Materials"));
+   GuiControl* stack = dynamic_cast<GuiControl*>(materialGroup->findObjectByInternalName(StringTable->insert("Stack")));
+   
    //Do this on both the server and client
-   /*S32 materialCount = mShapeAsset->getShape()->materialList->getMaterialNameList().size(); //mMeshAsset->getMaterialCount();
+   S32 materialCount = mShapeAsset->getShape()->materialList->getMaterialNameList().size(); //mMeshAsset->getMaterialCount();
 
    if (isServerObject())
    {
       //we need to update the editor
-      for (U32 i = 0; i < mFields.size(); i++)
+      /*for (U32 i = 0; i < mFields.size(); i++)
       {
          //find any with the materialslot title and clear them out
          if (FindMatch::isMatch("MaterialSlot*", mFields[i].mFieldName, false))
@@ -1628,36 +1630,66 @@ void TSStatic::onInspect(GuiInspector* inspector)
             mFields.erase(i);
             continue;
          }
-      }
+      }*/
 
       //next, get a listing of our materials in the shape, and build our field list for them
       char matFieldName[128];
 
-      if (materialCount > 0)
-         mComponentGroup = StringTable->insert("Materials");
-
       for (U32 i = 0; i < materialCount; i++)
       {
-         StringTableEntry materialname = StringTable->insert(mMeshAsset->getShape()->materialList->getMaterialName(i).c_str());
+         StringTableEntry materialname = StringTable->insert(mShapeAsset->getShape()->materialList->getMaterialName(i).c_str());
 
          //Iterate through our assetList to find the compliant entry in our matList
-         for (U32 m = 0; m < mMeshAsset->getMaterialCount(); m++)
+         for (U32 m = 0; m < mShapeAsset->getMaterialCount(); m++)
          {
-            AssetPtr<MaterialAsset> matAsset = mMeshAsset->getMaterialAsset(m);
+            AssetPtr<MaterialAsset> matAsset = mShapeAsset->getMaterialAsset(m);
 
             if (matAsset->getMaterialDefinitionName() == materialname)
             {
                dSprintf(matFieldName, 128, "MaterialSlot%d", i);
 
-               addComponentField(matFieldName, "A material used in the shape file", "Material", matAsset->getAssetId(), "");
+               //addComponentField(matFieldName, "A material used in the shape file", "Material", matAsset->getAssetId(), "");
+               //Con::executef(this, "onConstructComponentField", mTargetComponent, field->mFieldName);
+               Con::printf("Added material field for MaterialSlot %d", i);
+
+               GuiInspectorField* fieldGui = materialGroup->constructField(TypeMaterialAssetPtr);
+               fieldGui->init(inspector, materialGroup);
+
+               fieldGui->setSpecialEditField(true);
+               fieldGui->setTargetObject(this);
+
+               StringTableEntry fldnm = StringTable->insert(matFieldName);
+
+               fieldGui->setSpecialEditVariableName(fldnm);
+
+               fieldGui->setInspectorField(NULL, fldnm);
+               fieldGui->setDocs("");
+
+               if (fieldGui->registerObject())
+               {
+                  fieldGui->setValue(materialname);
+
+                  stack->addObject(fieldGui);
+               }
+               else
+               {
+                  SAFE_DELETE(fieldGui);
+               }
+
+               /*if (materialGroup->isMethod("onConstructField"))
+               {
+                  //ensure our stack variable is bound if we need it
+                  //Con::evaluatef("%d.stack = %d;", materialGroup->getId(), materialGroup->at(0)->getId());
+
+                  Con::executef(materialGroup, "onConstructField", matFieldName,
+                     matFieldName, "material", matFieldName,
+                     materialname, "", "", this);
+               }*/
                break;
             }
          }
       }
-
-      if (materialCount > 0)
-         mComponentGroup = "";
-   }*/
+   }
 }
 
 DefineEngineMethod( TSStatic, getTargetName, const char*, ( S32 index ),(0),

+ 11 - 3
Engine/source/gui/controls/guiTreeViewCtrl.cpp

@@ -2435,15 +2435,17 @@ bool GuiTreeViewCtrl::setItemExpanded(S32 itemId, bool expand)
    if(item->isExpanded() == expand)
       return(true);
 
+   item->setExpanded(expand);
+
    // expand parents
    if(expand)
    {
-      while(item)
+      while (item)
       {
-         if(item->mState.test(Item::VirtualParent))
+         if (!item->isInspectorData() && item->mState.test(Item::VirtualParent))
             onVirtualParentExpand(item);
 
-         item->setExpanded(true);
+         scrollVisible(item);
          item = item->mParent;
       }
    }
@@ -2454,6 +2456,12 @@ bool GuiTreeViewCtrl::setItemExpanded(S32 itemId, bool expand)
 
       item->setExpanded(false);
    }
+
+   //if (!item->isInspectorData() && item->mState.test(Item::VirtualParent))
+   //   onVirtualParentExpand(item);
+
+   mFlags.set(RebuildVisible);
+
    return(true);
 }
 

+ 2 - 2
Engine/source/gui/editor/guiInspector.cpp

@@ -584,8 +584,6 @@ void GuiInspector::refresh()
    mGroups.push_back(general);
    addObject(general);
 
-   mTargets.first()->onInspect(this);
-
    // Create the inspector groups for static fields.
 
    for( TargetVector::iterator iter = mTargets.begin(); iter != mTargets.end(); ++ iter )
@@ -624,6 +622,8 @@ void GuiInspector::refresh()
       }
    }
 
+   mTargets.first()->onInspect(this);
+
    // Deal with dynamic fields
    if ( !isGroupFiltered( "Dynamic Fields" ) )
    {

+ 1 - 0
Engine/source/gui/editor/inspector/group.cpp

@@ -107,6 +107,7 @@ bool GuiInspectorGroup::createContent()
 
    // Prefer GuiTransperantProfile for the stack.
    mStack->setDataField( StringTable->insert("profile"), NULL, "GuiInspectorStackProfile" );
+   mStack->setInternalName(StringTable->insert("stack"));
    if( !mStack->registerObject() )
    {
       SAFE_DELETE( mStack );

+ 1 - 2
Engine/source/materials/materialDefinition.cpp

@@ -86,8 +86,7 @@ ImplementEnumType( MaterialBlendOp,
    { Material::Add,          "Add", "Adds the color of the material to the frame buffer with full alpha for each pixel." },
    { Material::AddAlpha,     "AddAlpha", "The color is modulated by the alpha channel before being added to the frame buffer." },
    { Material::Sub,          "Sub", "Subtractive Blending. Reverses the color model, causing dark colors to have a stronger visual effect." },
-   { Material::LerpAlpha,    "LerpAlpha", "Linearly interpolates between Material color and frame buffer color based on alpha." },
-   { Material::PreMult, "PreMult", "" }
+   { Material::LerpAlpha,    "LerpAlpha", "Linearly interpolates between Material color and frame buffer color based on alpha." }
 EndImplementEnumType;
 
 ImplementEnumType( MaterialWaveType,

+ 0 - 1
Engine/source/materials/materialDefinition.h

@@ -111,7 +111,6 @@ public:
       Sub,
       LerpAlpha,     // linear interpolation modulated with alpha channel
       ToneMap,
-      PreMult,
       NumBlendTypes
    };
 

+ 0 - 7
Engine/source/materials/processedMaterial.cpp

@@ -148,13 +148,6 @@ void ProcessedMaterial::_setBlendState(Material::BlendOp blendOp, GFXStateBlockD
          break;
       }
 
-   case Material::PreMult:
-   {
-      desc.blendSrc = GFXBlendOne;
-      desc.blendDest = GFXBlendInvSrcAlpha;
-      break;
-   }
-
    default:
       {
          // default to LerpAlpha

+ 5 - 2
Engine/source/materials/processedShaderMaterial.cpp

@@ -336,8 +336,11 @@ void ProcessedShaderMaterial::_determineFeatures(  U32 stageNum,
 
    // TODO: This sort of sucks... BL should somehow force this
    // feature on from the outside and not this way.
-   if ( dStrcmp( LIGHTMGR->getId(), "BLM" ) == 0 )
-      fd.features.addFeature( MFT_ForwardShading );
+   if (dStrcmp(LIGHTMGR->getId(), "BLM") == 0)
+   {
+      fd.features.addFeature(MFT_ForwardShading);
+      fd.features.addFeature(MFT_ReflectionProbes);
+   }
 
    // Disabling the InterlacedDeferred feature for now. It is not ready for prime-time
    // and it should not be triggered off of the DoubleSided parameter. [2/5/2010 Pat]

+ 0 - 5
Engine/source/shaderGen/HLSL/shaderFeatureHLSL.cpp

@@ -111,11 +111,6 @@ LangElement* ShaderFeatureHLSL::assignColor( LangElement *elem,
          assign = new GenOp( "@ -= @", color, elem );
          break;
 
-      case Material::PreMult:
-         //result = src.rgb + (dst.rgb * (1 - src.A))
-         assign = new GenOp("@.rgb = @.rgb + (@.rgb * (1 - @.a))", color, color, elem, color);
-         break;
-
       case Material::Mul:
          assign = new GenOp( "@ *= @", color, elem );
          break;

+ 1 - 1
Engine/source/sqlite/SQLiteObject.cpp

@@ -906,4 +906,4 @@ DefineEngineMethod(SQLiteObject, numResultSets, S32, (),, "numResultSets()")
 DefineEngineMethod(SQLiteObject, getLastRowId, S32, (), , "getLastRowId()")
 {
 	return object->getLastRowId();
-}
+}

+ 7 - 2
Templates/BaseGame/game/core/clientServer/scripts/client/connectionToServer.cs

@@ -62,8 +62,13 @@ function GameConnection::onControlObjectChange(%this)
    
    // Reset the current FOV to match the new object
    // and turn off any current zoom.
-   resetCurrentFOV();
-   turnOffZoom();
+   $Player::CurrentFOV = ServerConnection.getControlCameraDefaultFov() / 2;
+   
+   ServerConnection.zoomed = false;
+   setFov(ServerConnection.getControlCameraDefaultFov());
+   
+   //resetCurrentFOV();
+   //turnOffZoom();
 }
 
 function GameConnection::onConnectionError(%this, %msg)

+ 1 - 1
Templates/BaseGame/game/core/clientServer/scripts/server/levelDownload.cs

@@ -211,7 +211,7 @@ function serverCmdMissionStartPhase3Ack(%client, %seq)
       // If we have a camera then set up some properties
       if (isObject(%client.camera))
       {
-         MissionCleanup.add( %this.camera );
+         MissionCleanup.add( %client.camera );
          %client.camera.scopeToClient(%client);
 
          %client.setControlObject(%client.camera);

+ 2 - 2
Templates/BaseGame/game/core/gameObjects/shapes/materials.cs

@@ -27,11 +27,11 @@ singleton Material(OctahedronMat)
    diffuseMap[0] = "core/gameObjects/images/camera";
 
    translucent = "1";
-   translucentBlendOp = "LerpAlpha";
+   translucentBlendOp = "PreMul";
    emissive = "0";
    castShadows = "0";
 
-   colorMultiply[0] = "0 1 0 1";
+   diffuseColor[0] = "0 1 0 1";
 };
 
 //--- camera.dts MATERIALS BEGIN ---

+ 8 - 1
Templates/BaseGame/game/core/lighting/scripts/lighting.cs

@@ -40,7 +40,14 @@ function initLightingSystems(%manager)
       exec( %file );
       %file = findNextFile( %pattern );
    }*/
-
+   
+   %mode = ProjectSettings.value("General/LightingMode", "Deferred");
+   
+   if(%mode $= "Deferred")
+      %manager = "Advanced Lighting";
+   else if(%mode $= "Forward")
+      %manager = "Basic Lighting";
+      
    // Try the perfered one first.
    %success = setLightManager(%manager);
 

+ 19 - 1
Templates/BaseGame/game/core/postFX/scripts/MotionBlurFx.cs

@@ -20,6 +20,9 @@
 // IN THE SOFTWARE.
 //-----------------------------------------------------------------------------
 
+$MotionBlurPostFX::samples = 15;
+$MotionBlurPostFX::velocityMultiplier = 3000;
+
 singleton ShaderData( PFX_MotionBlurShader )  
 {     
    DXVertexShaderFile   = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";  //we use the bare-bones postFxV.hlsl
@@ -34,6 +37,11 @@ singleton ShaderData( PFX_MotionBlurShader )
    pixVersion = 3.0;  
 };  
 
+function MotionBlurFX::onAdd( %this )
+{
+   PostFXManager.registerPostEffect(%this);
+}
+
 singleton PostEffect(MotionBlurFX)  
 {
    isEnabled = false;
@@ -47,7 +55,17 @@ singleton PostEffect(MotionBlurFX)
    target = "$backBuffer";
 };
 
+function MotionBlurFX::populatePostFXSettings(%this)
+{
+   PostEffectEditorInspector.startGroup("General");
+   PostEffectEditorInspector.addField("isEnabled", "Enabled", "bool", "", MotionBlurFX.isEnabled, "", MotionBlurFX);
+   PostEffectEditorInspector.addField("$MotionBlurPostFX::velocityMultiplier", "Velocity Multiplier", "float", "", $MotionBlurPostFX::velocityMultiplier, "");
+   PostEffectEditorInspector.addField("$MotionBlurPostFX::samples", "Sample Count", "float", "", $MotionBlurPostFX::samples, "");
+   PostEffectEditorInspector.endGroup();
+}
+
 function MotionBlurFX::setShaderConsts(%this)
 {
-   %this.setShaderConst( "$velocityMultiplier", 3000 );
+   %this.setShaderConst( "$velocityMultiplier", $MotionBlurPostFX::velocityMultiplier );
+   %this.setShaderConst( "$samples", $MotionBlurPostFX::samples );
 }

+ 8 - 0
Templates/BaseGame/game/core/postFX/scripts/dof.cs

@@ -413,6 +413,8 @@ function DOFPostEffect::onAdd( %this )
    %this.maxRange = 500;
    %this.nearSlope = -5.0;
    %this.farSlope = 5.0;
+   
+   PostFXManager.registerPostEffect(%this);
 }
 
 function DOFPostEffect::setLerpDist( %this, %d0, %d1, %d2 )
@@ -495,6 +497,12 @@ DOFPostEffect.add( DOFFinalPFX );
 //-----------------------------------------------------------------------------
 // Scripts
 //-----------------------------------------------------------------------------
+function DOFPostEffect::populatePostFXSettings(%this)
+{
+   PostEffectEditorInspector.startGroup("Depth of Field");
+   PostEffectEditorInspector.addField("isEnabled", "Enabled", "bool", "", DOFPostEffect.isEnabled, "", DOFPostEffect);
+   PostEffectEditorInspector.endGroup();
+}
 
 function DOFPostEffect::setShaderConsts( %this )
 {

+ 1 - 1
Templates/BaseGame/game/core/postFX/scripts/vignette.cs

@@ -61,7 +61,7 @@ function vignettePostFX::setShaderConsts(%this)
 
 function vignettePostFX::populatePostFXSettings(%this)
 {
-   PostEffectEditorInspector.startGroup("Vignette - General");
+   PostEffectEditorInspector.startGroup("General");
    PostEffectEditorInspector.addField("$PostFXManager::Settings::EnableVignette", "Enabled", "bool", "", $PostFXManager::PostFX::EnableVignette, "");
    PostEffectEditorInspector.addField("$PostFXManager::Settings::VignettePostEffect::VMin", "Vignette Min", "float", "", $VignettePostEffect::VMin, "");
    PostEffectEditorInspector.addField("$PostFXManager::Settings::VignettePostEffect::VMax", "Vignette Max", "float", "", $VignettePostEffect::VMax, "");

+ 2 - 2
Templates/BaseGame/game/core/rendering/shaders/postFX/motionBlurP.hlsl

@@ -29,13 +29,13 @@ uniform float4x4 matWorldToScreen;
 
 // Passed in from setShaderConsts()
 uniform float velocityMultiplier;
+uniform float samples;
+
 TORQUE_UNIFORM_SAMPLER2D(backBuffer, 0);
 TORQUE_UNIFORM_SAMPLER2D(deferredTex, 1);
 
 float4 main(PFXVertToPix IN) : TORQUE_TARGET0
 {
-   float samples = 5;
-   
    // First get the deferred texture for uv channel 0
    float4 deferred = TORQUE_DEFERRED_UNCONDITION( deferredTex, IN.uv0 );
    

+ 3 - 0
Templates/BaseGame/game/core/settings.xml

@@ -9,4 +9,7 @@
             <Setting name="coreModulePath">core/</Setting>
         </Group>
     </Group>
+    <Group name="General">
+        <Setting name="LightingMode">Deferred</Setting>
+    </Group>
 </ProjectSettings>

+ 1 - 1
Templates/BaseGame/game/core/utility/scripts/globals.cs

@@ -69,7 +69,7 @@ $pref::Video::autoDetect = 1;
 
 // This is the path used by ShaderGen to cache procedural shaders.  If left
 // blank ShaderGen will only cache shaders to memory and not to disk.
-$shaderGen::cachePath = "data/shaderCache";
+$shaderGen::cachePath = "data/cache/shaderCache";
 
 // Uncomment to disable ShaderGen, useful when debugging
 //$ShaderGen::GenNewShaders = false;

+ 29 - 0
Templates/BaseGame/game/core/utility/scripts/helperFunctions.cs

@@ -319,6 +319,35 @@ function shareValueSafeDelay(%source, %dest, %delayMs)
    schedule(%delayMs, 0, shareValueSafe, %source, %dest);
 }
 
+//------------------------------------------------------------------------------
+function replaceInFile(%fileName, %fromWord, %toWord)
+{
+   //Go through our scriptfile and replace the old namespace with the new
+   %editedFileContents = "";
+   
+   %file = new FileObject();
+   if ( %file.openForRead( %fileName ) ) 
+   {
+      while ( !%file.isEOF() ) 
+      {
+         %line = %file.readLine();
+         %line = trim( %line );
+         
+         %editedFileContents = %editedFileContents @ strreplace(%line, %fromWord, %toWord) @ "\n";
+      }
+      
+      %file.close();
+   }
+   
+   if(%editedFileContents !$= "")
+   {
+      %file.openForWrite(%fileName);
+      
+      %file.writeline(%editedFileContents);
+      
+      %file.close();
+   }
+}
 
 //------------------------------------------------------------------------------
 // An Aggregate Control is a plain GuiControl that contains other controls, 

+ 2 - 2
Templates/BaseGame/game/data/ExampleModule/source/ExampleCppObject.asset.taml

@@ -2,6 +2,6 @@
     canSave="true"
     canSaveDynamicFields="true"
     AssetName="ExampleCppObject"
-    codeFile="@assetFile=data/ExampleModule/source/ExampleCppObject.cpp"
-    headerFile="@assetFile=data/ExampleModule/source/ExampleCppObject.h"
+    codeFile="@assetFile=ExampleCppObject.cpp"
+    headerFile="@assetFile=ExampleCppObject.h"
     VersionId="1" />

+ 1 - 3
Templates/BaseGame/game/data/ui/guis/chooseLevelDlg.cs

@@ -73,9 +73,7 @@ function ChooseLevelDlg::onWake( %this )
    // if we are choosing a level to launch in the editor.
    if ( %this.launchInEditor )
    {
-      %file = EditorSettings.value( "WorldEditor/newLevelFile" );
-      if ( %file !$= "" )
-         %this.addMissionFile( %file );
+      %this.addMissionFile( "tools/levels/DefaultEditorLevel.mis" );
    }
 
    // Sort our list

+ 1 - 1
Templates/BaseGame/game/tools/VerveEditor/GUI/VerveEditorGroupBuilder.gui

@@ -355,7 +355,7 @@ function VerveEditorGroupBuilderFieldStack::CreateObjectList( %this, %objectType
     %listObject.add( "", 0 );
     
     // Populate List.
-    %listObject.CheckGroup( MissionGroup, %objectType );
+    %listObject.CheckGroup( getRootScene(), %objectType );
     
     // Sort the List.
     %listObject.sort();

+ 0 - 2
Templates/BaseGame/game/tools/assetBrowser/guis/assetPreviewButtonsTemplate.gui

@@ -106,7 +106,6 @@
          visible = "1";
          active = "1";
          command = "AssetBrowser.updateSelection( $ThisControl.getParent().assetName, $ThisControl.getParent().moduleName );";
-         altCommand = "AssetBrowser.editAsset( 20540 );";
          tooltipProfile = "GuiToolTipProfile";
          tooltip = "\n20540";
          hovertime = "1000";
@@ -227,7 +226,6 @@
          visible = "1";
          active = "1";
          command = "AssetBrowser.updateSelection( $ThisControl.getParent().assetName, $ThisControl.getParent().moduleName );";
-         altCommand = "20550.materialDefinitionName.reload(); $Tools::materialEditorList = \"\";EWorldEditor.clearSelection();MaterialEditorGui.currentObject = 0;MaterialEditorGui.currentMode = \"asset\";MaterialEditorGui.currentMaterial = 20550.materialDefinitionName;MaterialEditorGui.setActiveMaterial( 20550.materialDefinitionName );EditorGui.setEditor(MaterialEditorPlugin); AssetBrowser.hideDialog();";
          tooltipProfile = "GuiToolTipProfile";
          tooltip = "\n20550";
          hovertime = "1000";

+ 8 - 7
Templates/BaseGame/game/tools/assetBrowser/main.cs

@@ -19,13 +19,6 @@
 // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
 // IN THE SOFTWARE.
 //-----------------------------------------------------------------------------
-if( !isObject( ToolsGuiDefaultNonModalProfile ) )
-new GuiControlProfile (ToolsGuiDefaultNonModalProfile : ToolsGuiDefaultProfile)
-{
-   opaque = false;
-   modal = false;
-};
-
 function initializeAssetBrowser()
 {
    echo(" % - Initializing Asset Browser");  
@@ -147,4 +140,12 @@ function AssetBrowserPlugin::onWorldEditorStartup( %this )
 { 
    // Add ourselves to the toolbar.
    AssetBrowser.addToolbarButton();
+}
+
+function TSStatic::onConstructField(%this, %fieldName, %fieldLabel, %fieldTypeName, %fieldDesc, %fieldDefaultVal, %fieldDataVals, %callbackName, %ownerObj)
+{
+   %inspector = %this.getParent();
+   %makeCommand = %this @ ".build" @ %fieldTypeName @ "Field(\""@ %fieldName @ "\",\"" @ %fieldLabel @ "\",\"" @ %fieldDesc @ "\",\"" @ 
+            %fieldDefaultVal @ "\",\"" @ %fieldDataVals @ "\",\"" @ %inspector @ "." @ %callbackName @ "\",\"" @ %ownerObj @"\");";
+   eval(%makeCommand);
 }

+ 162 - 34
Templates/BaseGame/game/tools/assetBrowser/scripts/assetBrowser.cs

@@ -68,7 +68,7 @@ function AssetBrowser::onWake(%this)
       %moduleName = getWord(%modulesList, %i).ModuleId;
       
       %moduleGroup = getWord(%modulesList, %i).Group;
-      if((%moduleGroup $= "Core" || %moduleGroup $= "Tools") && !%this.coreModulesFilter)
+      if((%moduleGroup $= "Core" && !%this.coreModulesFilter) || (%moduleGroup $= "Tools" && !%this.toolsModulesFilter))
          continue;
          
       %nonDefaultModuleCount++;
@@ -82,6 +82,8 @@ function AssetBrowser::onWake(%this)
    }
    
    %this.setPreviewSize(EditorSettings.value("Assets/Browser/previewTileSize", "small"));
+   
+   AssetBrowser.toggleAssetTypeFilter(0); 
 }
 
 //Filters
@@ -95,11 +97,13 @@ function AssetBrowser::viewCoreModulesFilter(%this)
    %oldVal = EditorSettings.value("Assets/Browser/showCoreModule", false);
    %newVal = !%oldVal;
    
+   %this.coreModulesFilter = %newVal;
+   
    BrowserVisibilityPopup.checkItem(0,%newVal);
    
    EditorSettings.setValue("Assets/Browser/showCoreModule", %newVal);
     
-   AssetBrowser.refresh();
+   AssetBrowser.loadDirectories();
 }
 
 function AssetBrowser::viewToolsModulesFilter(%this)
@@ -107,11 +111,13 @@ function AssetBrowser::viewToolsModulesFilter(%this)
    %oldVal = EditorSettings.value("Assets/Browser/showToolsModule", false);
    %newVal = !%oldVal;
    
+   %this.toolsModulesFilter = %newVal;
+   
    BrowserVisibilityPopup.checkItem(1,%newVal);
    
    EditorSettings.setValue("Assets/Browser/showToolsModule", %newVal);
     
-   AssetBrowser.refresh();
+   AssetBrowser.loadDirectories();
 }
 
 function AssetBrowser::viewPopulatedModulesFilter(%this)
@@ -123,7 +129,7 @@ function AssetBrowser::viewPopulatedModulesFilter(%this)
    
    EditorSettings.setValue("Assets/Browser/showOnlyPopulatedModule", %newVal);
     
-   AssetBrowser.refresh();
+   AssetBrowser.loadDirectories();
 }
 
 function AssetBrowser::toggleShowingFolders(%this)
@@ -135,7 +141,7 @@ function AssetBrowser::toggleShowingFolders(%this)
    
    EditorSettings.setValue("Assets/Browser/showFolders", %newVal);
     
-   AssetBrowser.refresh();
+   AssetBrowser.loadDirectories();
 }
 
 function AssetBrowser::toggleShowingEmptyFolders(%this)
@@ -273,7 +279,7 @@ function AssetBrowser::hideDialog( %this )
    Canvas.popDialog(AssetBrowser);
 }
 
-function AssetBrowser::buildPreviewArray( %this, %asset, %moduleName )
+function AssetBrowser::buildAssetPreview( %this, %asset, %moduleName )
 {
    if(!isObject(%this.previewData))
    {
@@ -284,7 +290,7 @@ function AssetBrowser::buildPreviewArray( %this, %asset, %moduleName )
    
    %previewImage = "core/art/warnmat";
    
-   if(ModuleDatabase.findModule(%moduleName, 1) !$= "")
+   if(/*%moduleName !$= "" && */ModuleDatabase.findModule(%moduleName, 1) !$= "")
    {
       %assetDesc = AssetDatabase.acquireAsset(%asset);
       %assetName = AssetDatabase.getAssetName(%asset);
@@ -296,7 +302,6 @@ function AssetBrowser::buildPreviewArray( %this, %asset, %moduleName )
       %fullPath = strreplace(%fullPath, "/", "_");
       
       if(isObject(%fullPath))
-      
          %assetDesc = %fullPath;
       else
          %assetDesc = new ScriptObject(%fullPath);
@@ -359,10 +364,10 @@ function AssetBrowser::buildPreviewArray( %this, %asset, %moduleName )
    %previewButton-->AssetPreviewBorderButton.extent = %previewSize;
    
    //%previewButton-->AssetPreviewButton.internalName = %this.previewData.assetName@"Border";
-   %previewButton-->AssetPreviewButton.extent = %previewSize.x + %previewBounds SPC %previewSize.y + 24;
-   %previewButton-->AssetPreviewButton.tooltip = %this.previewData.tooltip;
-   %previewButton-->AssetPreviewButton.Command = "AssetBrowser.updateSelection( $ThisControl.getParent().assetName, $ThisControl.getParent().moduleName );";
-   %previewButton-->AssetPreviewButton.altCommand = %this.previewData.doubleClickCommand;
+   %previewButton-->Button.extent = %previewSize.x + %previewBounds SPC %previewSize.y + 24;
+   %previewButton-->Button.tooltip = %this.previewData.tooltip;
+   %previewButton-->Button.Command = "AssetBrowser.updateSelection( $ThisControl.getParent().assetName, $ThisControl.getParent().moduleName );";
+   %previewButton-->Button.altCommand = %doubleClickCommand;
    //%previewButton-->AssetPreviewButton.icon = %this.previewData.previewImage;
    
    %previewButton-->AssetNameLabel.position = 0 SPC %previewSize.y + %previewBounds - 16;
@@ -379,11 +384,32 @@ function AssetBrowser::buildPreviewArray( %this, %asset, %moduleName )
 
 function AssetBrowser::refresh(%this)
 {
-   %this.navigateTo(%this.dirHandler.currentAddress);  
+   if(!%this.dirty)
+   {
+      %this.dirty = true;
+      
+      %this.schedule(1, "doRefresh");
+   }
+}
+
+function AssetBrowser::doRefresh(%this)
+{
+   if(%this.dirty)
+   {
+      %this.navigateTo(%this.dirHandler.currentAddress);  
+      
+      //Forces a clean collapse of the tree for any not-really-exposed items
+      %dataItem = AssetBrowser-->filterTree.findItemByName("Data");
+
+      AssetBrowser-->filterTree.expandItem(%dataItem, false);
+      AssetBrowser-->filterTree.expandItem(%dataItem);
+      
+      %this.dirty = false;
+   }
 }
 //
 //
-function AssetPreviewButton::onClick(%this)
+/*function AssetPreviewButton::onClick(%this)
 {
    echo("CLICKED AN ASSET PREVIEW BUTTON");
 }
@@ -391,7 +417,7 @@ function AssetPreviewButton::onClick(%this)
 function AssetPreviewButton::onDoubleClick(%this)
 {
    echo("DOUBLE CLICKED AN ASSET PREVIEW BUTTON");
-}
+}*/
 //
 //
 
@@ -399,23 +425,60 @@ function AssetBrowser::loadDirectories( %this )
 {
    AssetBrowser-->filterTree.clear();
    
-   %dataItem = AssetBrowser-->filterTree.insertItem(0, "Data");
+   %dataItem = AssetBrowser-->filterTree.insertItem(0, "Content");
+   
+   %dataItem = AssetBrowser-->filterTree.insertItem(1, "Data");
    %this.dirHandler.loadFolders("Data", %dataItem);
    
    //If set to, show core
    if(%this.coreModulesFilter)
    {
-      %coreItem = AssetBrowser-->filterTree.insertItem(0, "Core");
+      %coreItem = AssetBrowser-->filterTree.insertItem(1, "Core");
       %this.dirHandler.loadFolders("Core", %coreItem);
    }
    
    //If set to, show tools
    if(%this.toolsModulesFilter)
    {
-      %toolsItem = AssetBrowser-->filterTree.insertItem(0, "Tools");
+      %toolsItem = AssetBrowser-->filterTree.insertItem(1, "Tools");
       %this.dirHandler.loadFolders("Tools", %toolsItem);
    }
    
+   //Add Non-Asset Scripted Objects. Datablock, etc based
+   %category = getWord( %breadcrumbPath, 1 );                  
+   %dataGroup = "DataBlockGroup";
+   
+   if(%dataGroup.getCount() != 0)
+   {
+      %scriptedItem = AssetBrowser-->filterTree.insertItem(1, "Scripted");
+      
+      for ( %i = 0; %i < %dataGroup.getCount(); %i++ )
+      {
+         %obj = %dataGroup.getObject(%i);
+         // echo ("Obj: " @ %obj.getName() @ " - " @ %obj.category );
+         
+         if ( %obj.category $= "" && %obj.category == 0 )
+            continue;
+         
+         //if ( %breadcrumbPath $= "" )
+         //{         
+            %catItem = AssetBrowser-->filterTree.findItemByName(%obj.category);
+            
+            if(%catItem == 0)
+               AssetBrowser-->filterTree.insertItem(%scriptedItem, %obj.category, "scripted");
+            /*%ctrl = %this.findIconCtrl( %obj.category );
+            if ( %ctrl == -1 )
+            {
+               %this.addFolderIcon( %obj.category );
+            }*/
+         //}
+         /*else if ( %breadcrumbPath $= %obj.category )
+         {            
+            AssetBrowser-->filterTree.insertItem(%scriptedItem, %obj.getName());
+         }*/
+      }
+   }
+   
    AssetPreviewArray.empty();
    
    AssetBrowser-->filterTree.buildVisibleTree(true);
@@ -443,15 +506,15 @@ function AssetBrowser::loadDirectories( %this )
       AssetBrowser.newModuleId = ""; 
    }
    
-   %dataItem = AssetBrowser-->filterTree.findItemByName("Data");
-   AssetBrowser-->filterTree.expandItem(%dataItem);
+   //%dataItem = AssetBrowser-->filterTree.findItemByName("Data");
+   //AssetBrowser-->filterTree.expandItem(%dataItem);
    
    AssetBrowser.dirHandler.expandTreeToAddress(AssetBrowser.dirHandler.currentAddress);
    
    %selectedItem = AssetBrowser.dirHandler.getFolderTreeItemFromAddress(AssetBrowser.dirHandler.currentAddress);
    AssetBrowser-->filterTree.scrollVisibleByObjectId(%selectedItem);
    
-   AssetBrowser-->filterTree.buildVisibleTree(); 
+   AssetBrowser-->filterTree.buildVisibleTree(true); 
    
    AssetBrowser.refresh();
 }
@@ -739,18 +802,30 @@ function AssetListPanelInputs::onRightMouseDown(%this)
 function AssetBrowserFilterTree::onRightMouseDown(%this, %itemId)
 {
    %count = %this.getSelectedItemsCount();
-   if( %this.getSelectedItemsCount() > 0 && %itemId != 1)
+   
+   %itemText = %this.getItemText(%itemId);
+   if( %this.getSelectedItemsCount() > 0 && (%itemText !$= "Data" && %itemText !$= "Core" && %itemText !$= "Tools"))
    {
       //AddNewAssetPopup.showPopup(Canvas);  
       
       //We have something clicked, so figure out if it's a sub-filter or a module filter, then push the correct
       //popup menu
-      if(%this.getParentItem(%itemId) == 1)
+      %parentItem = %this.getParentItem(%itemId);
+      if(%this.getItemText(%parentItem) $= "Data") //if it's a data module, continue
       {
-         //yep, module, push the all-inclusive popup  
-         EditModulePopup.showPopup(Canvas); 
-         //also set the module value for creation info
-         AssetBrowser.selectedModule = %this.getItemText(%itemId);
+         //find out if it's a folder or a module!
+         if(ModuleDatabase.findModule(%itemText))
+         {
+            //yep, module, push the all-inclusive popup  
+            EditModulePopup.showPopup(Canvas); 
+            //also set the module value for creation info
+            AssetBrowser.selectedModule = %itemText;
+         }
+         else
+         {
+            EditNonModulePopup.showPopup(Canvas);
+            EditNonModulePopup.targetFolder = %itemText;
+         }
       }
       else
       {
@@ -758,10 +833,14 @@ function AssetBrowserFilterTree::onRightMouseDown(%this, %itemId)
          EditFolderPopup.assetType = "Folder";  
       }
    }
-   else if(%itemId == 1)
+   else if(%itemText $= "Data")
    {
       AddNewModulePopup.showPopup(Canvas);
    }
+   else if(%itemText $= "Tools")
+   {
+      AddNewToolPopup.showPopup(Canvas);
+   }
 }
 
 //
@@ -839,6 +918,18 @@ function AssetBrowserFilterTree::onSelect(%this, %itemId)
 
 function AssetBrowser::rebuildAssetArray(%this)
 {
+   if(!%this.previewArrayDirty)
+   {
+      %this.previewArrayDirty = true;
+      %this.schedule(16, "doRebuildAssetArray");
+   }
+}
+
+function AssetBrowser::doRebuildAssetArray(%this)
+{
+   if(!%this.previewArrayDirty)
+      return;
+   
    %breadcrumbPath = AssetBrowser.dirHandler.currentAddress;
    
    // we have to empty out the list; so when we create new guicontrols, these dont linger
@@ -852,6 +943,9 @@ function AssetBrowser::rebuildAssetArray(%this)
    %numAssetsFound = AssetDatabase.findAllAssets(%assetQuery);
 
    %finalAssetCount = 0;
+   
+   %searchText = AssetBrowserSearchFilter.getText();
+   %searchFilterActive = %searchText !$= "Search Assets...";
   
     //now, we'll iterate through, and find the assets that are in this module, and this category
     for( %i=0; %i < %numAssetsFound; %i++)
@@ -864,7 +958,7 @@ function AssetBrowser::rebuildAssetArray(%this)
        //clean up the path
        %assetBasePath = strreplace(%assetBasePath, "//", "/");
        
-       if(%assetBasePath $= %breadcrumbPath)
+       if(%assetBasePath $= %breadcrumbPath || (%searchFilterActive && startsWith(%assetBasePath,%breadcrumbPath)))
        {
           //first, get the asset's module, as our major categories
 		    %module = AssetDatabase.getAssetModule(%assetId);
@@ -924,8 +1018,7 @@ function AssetBrowser::rebuildAssetArray(%this)
 				//stop adding after previewsPerPage is hit
 				%assetName = AssetDatabase.getAssetName(%assetId);
 				
-				%searchText = AssetBrowserSearchFilter.getText();
-				if(%searchText !$= "Search Assets...")
+				if(%searchFilterActive)
 				{
 					if(strstr(strlwr(%assetName), strlwr(%searchText)) != -1)
 					{
@@ -969,11 +1062,43 @@ function AssetBrowser::rebuildAssetArray(%this)
       }
    }
 
+   //Add Non-Asset Scripted Objects. Datablock, etc based
+   %category = getWord( %breadcrumbPath, 1 );                  
+   %dataGroup = "DataBlockGroup";
+   
+   if(%dataGroup.getCount() != 0)
+   {
+      %scriptedItem = AssetBrowser-->filterTree.findItemByName("Scripted");
+      
+      for ( %i = 0; %i < %dataGroup.getCount(); %i++ )
+      {
+         %obj = %dataGroup.getObject(%i);
+         // echo ("Obj: " @ %obj.getName() @ " - " @ %obj.category );
+         
+         if ( %obj.category $= "" && %obj.category == 0 )
+            continue;
+         
+         /*if ( %breadcrumbPath $= "" )
+         {         
+            %ctrl = %this.findIconCtrl( %obj.category );
+            if ( %ctrl == -1 )
+            {
+               %this.addFolderIcon( %obj.category );
+            }    
+         }
+         else */
+         if ( %breadcrumbPath $= %obj.category )
+         {            
+            AssetBrowser-->filterTree.insertItem(%scriptedItem, %obj.getName());
+         }
+      }
+   }
+      
 	AssetBrowser.currentPreviewPage = 0;
 	AssetBrowser.totalPages = 1;
 	
 	for(%i=0; %i < %assetArray.count(); %i++)
-		AssetBrowser.buildPreviewArray( %assetArray.getValue(%i), %assetArray.getKey(%i) );  
+		AssetBrowser.buildAssetPreview( %assetArray.getValue(%i), %assetArray.getKey(%i) );  
 		
    AssetBrowser_FooterText.text = %finalAssetCount @ " Assets";
    
@@ -998,8 +1123,8 @@ function AssetBrowser::rebuildAssetArray(%this)
          }
       }
       
-      if(!%validType)
-         continue;
+      //if(!%validType)
+      //   continue;
    }
    else
    {
@@ -1008,6 +1133,8 @@ function AssetBrowser::rebuildAssetArray(%this)
    
    if(%activeTypeFilterList !$= "")
       AssetBrowser_FooterText.text = AssetBrowser_FooterText.text @ " | Active Type Filters: " @ %activeTypeFilterList;
+      
+   %this.previewArrayDirty = false;
 }
 
 //
@@ -1092,6 +1219,7 @@ function AssetBrowser::navigateTo(%this, %address, %historyNav)
    }
    
    %this.rebuildAssetArray();
+   %this.refresh();
 }
 
 function AssetBrowser::navigateHistoryForward(%this)

+ 57 - 2
Templates/BaseGame/game/tools/assetBrowser/scripts/assetImport.cs

@@ -110,6 +110,8 @@ function AssetBrowser::onDropFile( %this, %filePath )
       %this.addImportingAsset("GUIAsset", %filePath);
    else if (%fileExt $= ".zip")
       %this.onDropZipFile(%filePath);
+   else if( %fileExt $= "")
+      %this.onDropFolder(%filePath);
       
    //Used to keep tabs on what files we were trying to import, used mainly in the event of
    //adjusting configs and needing to completely reprocess the import
@@ -129,6 +131,53 @@ function AssetBrowser::onDropZipFile(%this, %filePath)
    
    echo("Dropped in a zip file with" SPC %count SPC "files inside!");
    
+   for (%i = 0; %i < %count; %i++)
+   {
+      %fileEntry = %zip.getFileEntry(%i);
+      %fileFrom = getField(%fileEntry, 0);
+      
+      //First, we wanna scan to see if we have modules to contend with. If we do, we'll just plunk them in wholesale
+      //and not process their contents.
+      
+      //If not modules, it's likely an art pack or other mixed files, so we'll import them as normal
+      /*if( (%fileExt $= ".png") || (%fileExt $= ".jpg") || (%fileExt $= ".bmp") || (%fileExt $= ".dds") )
+         %this.importAssetListArray.add("ImageAsset", %filePath);
+      else if( (%fileExt $= ".dae") || (%fileExt $= ".dts"))
+         %this.importAssetListArray.add("ShapeAsset", %filePath);
+      else if( (%fileExt $= ".ogg") || (%fileExt $= ".wav") || (%fileExt $= ".mp3"))
+         %this.importAssetListArray.add("SoundAsset", %filePath);
+      else if( (%fileExt $= ".gui") || (%fileExt $= ".gui.dso"))
+         %this.importAssetListArray.add("GUIAsset", %filePath);
+      //else if( (%fileExt $= ".cs") || (%fileExt $= ".dso"))
+      //   %this.importAssetListArray.add("Script", %filePath);
+      else if( (%fileExt $= ".mis"))
+         %this.importAssetListArray.add("LevelAsset", %filePath);*/
+         
+      // For now, if it's a .cs file, we'll assume it's a behavior.
+      //if (fileExt(%fileFrom) !$= ".cs")
+      //   continue;
+      
+      %fileTo = expandFilename("^tools/assetBrowser/importTemp/") @ %fileFrom;
+      %zip.extractFile(%fileFrom, %fileTo);
+      //exec(%fileTo);
+   }
+   
+   %zip.delete();
+   
+   //Next, we loop over the files and import them
+}
+
+function AssetBrowser::onDropFolder(%this, %filePath)
+{
+   if(!%this.isVisible())
+      return;
+      
+   %zip = new ZipObject();
+   %zip.openArchive(%filePath);
+   %count = %zip.getFileEntryCount();
+   
+   echo("Dropped in a zip file with" SPC %count SPC "files inside!");
+   
    return;
    for (%i = 0; %i < %count; %i++)
    {
@@ -391,7 +440,10 @@ function ImportAssetWindow::onWake(%this)
    //Lets refresh our list
    if(!ImportAssetWindow.isVisible())
       return;
-   
+      
+   if(!isObject(%this.importTempDirHandler))
+      %this.importTempDirHandler = makedirectoryHandler(0, "", ""); 
+      
    if(!isObject(AssetImportSettings))
    {
       new Settings(AssetImportSettings) 
@@ -420,6 +472,8 @@ function ImportAssetWindow::onWake(%this)
    ImportAssetConfigList.setSelected(0);
    
    ImportActivityLog.empty();
+   
+   %this.refresh();
 }
 
 function ImportAssetWindow::reloadImportOptionConfigs(%this)
@@ -973,7 +1027,6 @@ function NewAssetsViewTree::onRightMouseDown(%this, %itemId)
    }
    else
    {
-      ImportAssetActions.enableItem(1, false);
       ImportAssetActions.showPopup(Canvas);
    }
 }
@@ -1510,6 +1563,8 @@ function ImportAssetWindow::Close(%this)
    //Some cleanup
    ImportAssetWindow.importingFilesArray.empty();
    
+   %this.importTempDirHandler.deleteFolder("tools/assetBrowser/importTemp/*/");
+   
    Canvas.popDialog();  
 }
 

+ 0 - 3
Templates/BaseGame/game/tools/assetBrowser/scripts/assetImportConfig.cs

@@ -67,8 +67,6 @@ function setupImportConfigSettingsList()
       ImportAssetConfigSettingsList.addNewConfigSetting("Materials/UseDiffuseSuffixOnOriginImage", "Use Diffuse Suffix for Origin Image", "bool", "", "1", "");
       ImportAssetConfigSettingsList.addNewConfigSetting("Materials/UseExistingMaterials", "Use Existing Materials", "bool", "", "1", "");
       ImportAssetConfigSettingsList.addNewConfigSetting("Materials/IgnoreMaterials", "Ignore Materials", "command", "", "", "");
-      ImportAssetConfigSettingsList.addNewConfigSetting("Materials/AlwaysPresentImageMaps", "Always Present Image Maps", "bool", 
-                                                         "Wether to always display all normal material map fields, even if an image isn't detected.", "", "");
       ImportAssetConfigSettingsList.addNewConfigSetting("Materials/PopulateMaterialMaps", "Populate Material Maps", "bool", "", "1", "");
       
       //Animations
@@ -321,7 +319,6 @@ function ImportAssetConfigEditorWindow::addNewConfig(%this)
    AssetImportSettings.setValue("Materials/CreateComposites", "1");
    AssetImportSettings.setValue("Materials/UseDiffuseSuffixOnOriginImage", "1");
    AssetImportSettings.setValue("Materials/UseExistingMaterials", "1");
-   AssetImportSettings.setValue("Materials/AlwaysPresentImageMaps", "0");
    AssetImportSettings.setValue("Materials/PopulateMaterialMaps", "1");
    
    //Animations

+ 20 - 4
Templates/BaseGame/game/tools/assetBrowser/scripts/assetTypes/assetTypeExample.cs

@@ -1,3 +1,5 @@
+
+//Builds the preview data of the asset for the Asset Browser
 function AssetBrowser::build_AssetPreview(%this, %assetDef, %previewData)
 {
    %previewData.assetName = %assetDef.assetName;
@@ -11,59 +13,73 @@ function AssetBrowser::build_AssetPreview(%this, %assetDef, %previewData)
    %previewData.tooltip = %assetDef.gameObjectName;
 }
 
-function AssetBrowser::prepareImport_Asset(%this, %assetItem)
+//Some last-step setup for the creation of the new asset before we do the actual making
+//This is generally intended to just set up any type-specific fields for creation
+function AssetBrowser::setupCreateNew_Asset(%this)
 {
-   
 }
 
-function AssetBrowser::setupCreateNew_Asset(%this)
+//Performs the actual creation of the asset, including loose file copy or generation
+function AssetBrowser::create_Asset(%this)
 {
 }
 
-function AssetBrowser::create_Asset(%this)
+//This is a pre-process step to prepare the asset item for import
+function AssetBrowser::prepareImport_Asset(%this, %assetItem)
 {
+   
 }
 
+//Performs the action of actually importing the asset item
 function AssetBrowser::import_Asset(%this, %assetDef)
 {
 }
 
+//Editing the asset
 function AssetBrowser::edit_Asset(%this, %assetDef)
 {
 }
 
+//Duplicates the asset
 function AssetBrowser::duplicate_Asset(%this, %assetDef, %targetModule)
 {
 }
 
+//Renames the asset
 function AssetBrowser::rename_Asset(%this, %assetDef, %newAssetName)
 {
 }
 
+//Deletes the asset
 function AssetBrowser::delete_Asset(%this, %assetDef)
 {
 }
 
+//Moves the asset to a new path/module
 function AssetBrowser::move_Asset(%this, %assetDef, %destinationFolder)
 {
 }
 
+//Drag and drop action onto a GUI control
 function AssetBrowser::dragAndDrop_Asset(%this, %assetDef, %dropTarget)
 {
    if(!isObject(%dropTarget))
       return;
 }
 
+//Even for when 
 function AssetBrowser::on_AssetEditorDropped(%this, %assetDef, %position)
 {
 }
 
+//Clicking of the button for the asset type inspector field
 function GuiInspectorType_AssetPtr::onClick( %this, %fieldName )
 {
    //Get our data
    %obj = %this.getInspector().getInspectObject(0);
 }
 
+//Drag and droppin onto the asset type inspector field
 function GuiInspectorType_AssetPtr::onControlDropped( %this, %payload, %position )
 {
    

+ 57 - 9
Templates/BaseGame/game/tools/assetBrowser/scripts/assetTypes/cpp.cs

@@ -1,3 +1,16 @@
+function AssetBrowser::buildCppAssetPreview(%this, %assetDef, %previewData)
+{
+   %previewData.assetName = %assetDef.assetName;
+   %previewData.assetPath = %assetDef.codeFilePath;
+   %previewData.doubleClickCommand = "echo(\"Not yet implemented to edit C++ files from the editor\");";//"EditorOpenFileInTorsion( "@%previewData.assetPath@", 0 );";
+   
+   %previewData.previewImage = "tools/assetBrowser/art/cppIcon";
+   
+   %previewData.assetFriendlyName = %assetDef.assetName;
+   %previewData.assetDesc = %assetDef.description;
+   %previewData.tooltip = %assetDef.assetName;
+}
+
 function AssetBrowser::createCppAsset(%this)
 {
    %moduleName = AssetBrowser.newAssetSettings.moduleName;
@@ -129,15 +142,50 @@ function AssetBrowser::createCppAsset(%this)
 	return %tamlpath;
 }
 
-function AssetBrowser::buildCppAssetPreview(%this, %assetDef, %previewData)
+function AssetBrowser::editCppAsset(%this, %assetDef)
 {
-   %previewData.assetName = %assetDef.assetName;
-   %previewData.assetPath = %assetDef.codeFilePath;
-   %previewData.doubleClickCommand = "echo(\"Not yet implemented to edit C++ files from the editor\");";//"EditorOpenFileInTorsion( "@%previewData.assetPath@", 0 );";
+}
+
+//Renames the asset
+function AssetBrowser::renameCppAsset(%this, %assetDef, %newAssetName)
+{
+   %newCodeLooseFilename = renameAssetLooseFile(%assetDef.codefile, %newAssetName);
    
-   %previewData.previewImage = "tools/assetBrowser/art/cppIcon";
+   if(!%newCodeLooseFilename $= "")
+      return;
+      
+   %newHeaderLooseFilename = renameAssetLooseFile(%assetDef.headerFile, %newAssetName);
    
-   %previewData.assetFriendlyName = %assetDef.assetName;
-   %previewData.assetDesc = %assetDef.description;
-   %previewData.tooltip = %assetDef.assetName;
-}
+   if(!%newHeaderLooseFilename $= "")
+      return;
+      
+   %assetDef.codefile = %newCodeLooseFilename;
+   %assetDef.headerFile = %newHeaderLooseFilename;
+   %assetDef.saveAsset();
+   
+   renameAssetFile(%assetDef, %newAssetName);
+}
+
+//Deletes the asset
+function AssetBrowser::deleteCppAsset(%this, %assetDef)
+{
+   AssetDatabase.deleteAsset(%assetDef.getAssetId(), true);
+}
+
+//Moves the asset to a new path/module
+function AssetBrowser::moveCppAsset(%this, %assetDef, %destination)
+{
+   %currentModule = AssetDatabase.getAssetModule(%assetDef.getAssetId());
+   %targetModule = AssetBrowser.getModuleFromAddress(%destination);
+   
+   %newAssetPath = moveAssetFile(%assetDef, %destination);
+   
+   if(%newAssetPath $= "")
+      return false;
+
+   moveAssetLooseFile(%assetDef.codeFile, %destination);
+   moveAssetLooseFile(%assetDef.headerFile, %destination);
+   
+   AssetDatabase.removeDeclaredAsset(%assetDef.getAssetId());
+   AssetDatabase.addDeclaredAsset(%targetModule, %newAssetPath);
+}

+ 44 - 0
Templates/BaseGame/game/tools/assetBrowser/scripts/assetTypes/cubemap.cs

@@ -43,6 +43,50 @@ function AssetBrowser::editCubemapAsset(%this, %assetDef)
    CubemapEditor.openCubemapAsset(%assetDef);    
 }
 
+//Renames the asset
+function AssetBrowser::renameCubemapAsset(%this, %assetDef, %newAssetName)
+{
+   /*%newCodeLooseFilename = renameAssetLooseFile(%assetDef.codefile, %newAssetName);
+   
+   if(!%newCodeLooseFilename $= "")
+      return;
+      
+   %newHeaderLooseFilename = renameAssetLooseFile(%assetDef.headerFile, %newAssetName);
+   
+   if(!%newHeaderLooseFilename $= "")
+      return;
+      
+   %assetDef.codefile = %newCodeLooseFilename;
+   %assetDef.headerFile = %newHeaderLooseFilename;
+   %assetDef.saveAsset();
+   
+   renameAssetFile(%assetDef, %newAssetName);*/
+}
+
+//Deletes the asset
+function AssetBrowser::deleteCubemapAsset(%this, %assetDef)
+{
+   AssetDatabase.deleteAsset(%assetDef.getAssetId(), true);
+}
+
+//Moves the asset to a new path/module
+function AssetBrowser::moveCubemapAsset(%this, %assetDef, %destination)
+{
+   /*%currentModule = AssetDatabase.getAssetModule(%assetDef.getAssetId());
+   %targetModule = AssetBrowser.getModuleFromAddress(%destination);
+   
+   %newAssetPath = moveAssetFile(%assetDef, %destination);
+   
+   if(%newAssetPath $= "")
+      return false;
+
+   moveAssetLooseFile(%assetDef.codeFile, %destination);
+   moveAssetLooseFile(%assetDef.headerFile, %destination);
+   
+   AssetDatabase.removeDeclaredAsset(%assetDef.getAssetId());
+   AssetDatabase.addDeclaredAsset(%targetModule, %newAssetPath);*/
+}
+
 function GuiInspectorTypeCubemapAssetPtr::onControlDropped( %this, %payload, %position )
 {
    Canvas.popDialog(EditorDragAndDropLayer);

+ 1 - 1
Templates/BaseGame/game/tools/assetBrowser/scripts/assetTypes/folder.cs

@@ -50,7 +50,7 @@ function AssetBrowser::buildFolderPreview(%this, %assetDef, %previewData)
    //%previewData.assetFriendlyName = %assetDef.assetName;
    %previewData.assetDesc = %assetDef.description;
    %previewData.tooltip = %assetDef.dirPath;
-   %previewData.doubleClickCommand = "AssetBrowser.navigateTo(\""@ %assetDef.dirPath @ "/" @ %assetDef.assetName @"\")";//browseTo %assetDef.dirPath / %assetDef.assetName
+   %previewData.doubleClickCommand = "AssetBrowser.schedule(10, \"navigateTo\",\""@ %assetDef.dirPath @ "/" @ %assetDef.assetName @"\");";//browseTo %assetDef.dirPath / %assetDef.assetName
 }
 
 function AssetBrowser::renameFolder(%this, %folderPath, %newFolderName)

+ 25 - 0
Templates/BaseGame/game/tools/assetBrowser/scripts/assetTypes/gameObject.cs

@@ -234,6 +234,31 @@ function AssetBrowser::renameGameObjectAsset(%this, %assetDef, %newAssetId, %ori
    TAMLWrite(%gameObj, %newGOFile);
 }
 
+//Deletes the asset
+function AssetBrowser::deleteGameObjectAsset(%this, %assetDef)
+{
+   AssetDatabase.deleteAsset(%assetDef.getAssetId(), true);
+}
+
+//Moves the asset to a new path/module
+function AssetBrowser::moveGameObjectAsset(%this, %assetDef, %destination)
+{
+   %currentModule = AssetDatabase.getAssetModule(%assetDef.getAssetId());
+   %targetModule = AssetBrowser.getModuleFromAddress(%destination);
+   
+   %newAssetPath = moveAssetFile(%assetDef, %destination);
+   
+   if(%newAssetPath $= "")
+      return false;
+
+   moveAssetLooseFile(%assetDef.scriptFile, %destination);
+   moveAssetLooseFile(%assetDef.TAMLFile, %destination);
+   
+   AssetDatabase.removeDeclaredAsset(%assetDef.getAssetId());
+   AssetDatabase.addDeclaredAsset(%targetModule, %newAssetPath);
+}
+
+
 function AssetBrowser::buildGameObjectAssetPreview(%this, %assetDef, %previewData)
 {
    %previewData.assetName = %assetDef.assetName;

+ 45 - 0
Templates/BaseGame/game/tools/assetBrowser/scripts/assetTypes/gui.cs

@@ -100,6 +100,51 @@ function AssetBrowser::editGUIAsset(%this, %assetDef)
    GuiEditContent(%assetDef.assetName);  
 }
 
+//Renames the asset
+function AssetBrowser::renameGUIAsset(%this, %assetDef, %newAssetName)
+{
+   %newScriptLooseFilename = renameAssetLooseFile(%assetDef.scriptFile, %newAssetName);
+   
+   if(!%newScriptLooseFilename $= "")
+      return;
+      
+   %newGUILooseFilename = renameAssetLooseFile(%assetDef.guiFile, %newAssetName);
+   
+   if(!%newGUILooseFilename $= "")
+      return;
+      
+   %assetDef.scriptFile = %newScriptLooseFilename;
+   %assetDef.guiFile = %newGUILooseFilename;
+   %assetDef.saveAsset();
+   
+   renameAssetFile(%assetDef, %newAssetName);
+}
+
+//Deletes the asset
+function AssetBrowser::deleteGUIAsset(%this, %assetDef)
+{
+   AssetDatabase.deleteAsset(%assetDef.getAssetId(), true);
+}
+
+//Moves the asset to a new path/module
+function AssetBrowser::moveGUIAsset(%this, %assetDef, %destination)
+{
+   %currentModule = AssetDatabase.getAssetModule(%assetDef.getAssetId());
+   %targetModule = AssetBrowser.getModuleFromAddress(%destination);
+   
+   %newAssetPath = moveAssetFile(%assetDef, %destination);
+   
+   if(%newAssetPath $= "")
+      return false;
+
+   moveAssetLooseFile(%assetDef.guifile, %destination);
+   moveAssetLooseFile(%assetDef.scriptFile, %destination);
+   
+   AssetDatabase.removeDeclaredAsset(%assetDef.getAssetId());
+   AssetDatabase.addDeclaredAsset(%targetModule, %newAssetPath);
+}
+
+
 function AssetBrowser::buildGUIAssetPreview(%this, %assetDef, %previewData)
 {
    %previewData.assetName = %assetDef.assetName;

+ 31 - 19
Templates/BaseGame/game/tools/assetBrowser/scripts/assetTypes/image.cs

@@ -81,9 +81,11 @@ function AssetBrowser::prepareImportImageAsset(%this, %assetItem)
          if(getAssetImportConfigValue("Materials/PopulateMaterialMaps", "1") == 1)
          {
             if(%foundSuffixType $= "diffuse")
-               %materialAsset.diffuseImageAsset = %assetItem;
+               %assetItem.ImageType = "Diffuse";
+               //%materialAsset.diffuseImageAsset = %assetItem;
             else if(%foundSuffixType $= "normal")
-               %materialAsset.normalImageAsset = %assetItem;
+               %assetItem.ImageType = "Normal";
+               //%materialAsset.normalImageAsset = %assetItem;
             else if(%foundSuffixType $= "metalness")
                %materialAsset.metalnessImageAsset = %assetItem;
             else if(%foundSuffixType $= "roughness")
@@ -173,28 +175,38 @@ function AssetBrowser::buildImageAssetPreview(%this, %assetDef, %previewData)
    %previewData.tooltip = %assetDef.friendlyName @ "\n" @ %assetDef;
 }
 
+//Renames the asset
+function AssetBrowser::renameImageAsset(%this, %assetDef, %newAssetName)
+{
+   %newFilename = renameAssetLooseFile(%assetDef.imageFile, %newAssetName);
+   
+   if(!%newFilename $= "")
+      return;
+
+   %assetDef.imageFile = %newFilename;
+   %assetDef.saveAsset();
+   
+   renameAssetFile(%assetDef, %newAssetName);
+}
+
+//Deletes the asset
+function AssetBrowser::deleteImageAsset(%this, %assetDef)
+{
+   AssetDatabase.deleteAsset(%assetDef.getAssetId(), true);
+}
+
+//Moves the asset to a new path/module
 function AssetBrowser::moveImageAsset(%this, %assetDef, %destination)
 {
    %currentModule = AssetDatabase.getAssetModule(%assetDef.getAssetId());
    %targetModule = AssetBrowser.getModuleFromAddress(%destination);
    
-   if(%currentModule $= %targetModule)
-   {
-      //just move the files  
-      %assetPath = makeFullPath(AssetDatabase.getAssetFilePath(%assetDef.getAssetId()));
-      %assetFilename = fileName(%assetPath);
-      
-      %newAssetPath = %destination @ "/" @ %assetFilename;
-      
-      %copiedSuccess = pathCopy(%assetPath, %destination @ "/" @ %assetFilename);
-      %deleteSuccess = fileDelete(%assetPath);
-      
-      %imagePath = %assetDef.imageFile;
-      %imageFilename = fileName(%imagePath);
-      
-      %copiedSuccess = pathCopy(%imagePath, %destination @ "/" @ %imageFilename);
-      %deleteSuccess = fileDelete(%imagePath);
-   }
+   %newAssetPath = moveAssetFile(%assetDef, %destination);
+   
+   if(%newAssetPath $= "")
+      return false;
+
+   moveAssetLooseFile(%assetDef.imageFile, %destination);
    
    AssetDatabase.removeDeclaredAsset(%assetDef.getAssetId());
    AssetDatabase.addDeclaredAsset(%targetModule, %newAssetPath);

+ 48 - 1
Templates/BaseGame/game/tools/assetBrowser/scripts/assetTypes/level.cs

@@ -35,11 +35,19 @@ function AssetBrowser::createLevelAsset(%this)
    
    TamlWrite(%asset, %tamlpath);
    
-   if(!pathCopy("tools/levels/BlankRoom.mis", %levelPath, false))
+   //Special-case where if we're doing a save-as action, it'll base on the current scene.
+   //Otherwise we're doing a basic create action, so just base it off our editor's default
+   if(EditorGui.saveAs)
+   {
+      getRootScene().save(%levelPath);
+   }
+   else if(!pathCopy("tools/levels/DefaultEditorLevel.mis", %levelPath, false))
    {
       echo("Unable to copy template level file!");
    }
    
+   replaceInFile(%levelPath, "EditorTemplateLevel", %assetName);
+   
    //Generate the associated files
    DecalManagerSave( %assetPath @ %asset.DecalsFile );
    PostFXManager::savePresetHandler( %assetPath @ %asset.PostFXPresetFile );
@@ -61,6 +69,45 @@ function AssetBrowser::editLevelAsset(%this, %assetDef)
 {
    schedule( 1, 0, "EditorOpenMission", %assetDef);
 }
+
+//Renames the asset
+function AssetBrowser::renameLevelAsset(%this, %assetDef, %newAssetName)
+{
+   %newFilename = renameAssetLooseFile(%assetDef.LevelFile, %newAssetName);
+   
+   if(!%newFilename $= "")
+      return;
+      
+   //TODO the other loose files
+      
+   %assetDef.LevelFile = %newFilename;
+   %assetDef.saveAsset();
+   
+   renameAssetFile(%assetDef, %newAssetName);
+}
+
+//Deletes the asset
+function AssetBrowser::deleteLevelAsset(%this, %assetDef)
+{
+   AssetDatabase.deleteAsset(%assetDef.getAssetId(), true);
+}
+
+//Moves the asset to a new path/module
+function AssetBrowser::moveLevelAsset(%this, %assetDef, %destination)
+{
+   %currentModule = AssetDatabase.getAssetModule(%assetDef.getAssetId());
+   %targetModule = AssetBrowser.getModuleFromAddress(%destination);
+   
+   %newAssetPath = moveAssetFile(%assetDef, %destination);
+   
+   if(%newAssetPath $= "")
+      return false;
+
+   moveAssetLooseFile(%assetDef.LevelFile, %destination);
+   
+   AssetDatabase.removeDeclaredAsset(%assetDef.getAssetId());
+   AssetDatabase.addDeclaredAsset(%targetModule, %newAssetPath);
+}
    
 function AssetBrowser::buildLevelAssetPreview(%this, %assetDef, %previewData)
 {

+ 38 - 58
Templates/BaseGame/game/tools/assetBrowser/scripts/assetTypes/material.cs

@@ -45,6 +45,43 @@ function AssetBrowser::editMaterialAsset(%this, %assetDef)
    AssetBrowser.hideDialog();
 }
 
+//Renames the asset
+function AssetBrowser::renameMaterialAsset(%this, %assetDef, %newAssetName)
+{
+   %newFilename = renameAssetLooseFile(%assetDef.scriptPath, %newAssetName);
+   
+   if(!%newFilename $= "")
+      return;
+      
+   %assetDef.scriptPath = %newFilename;
+   %assetDef.saveAsset();
+   
+   renameAssetFile(%assetDef, %newAssetName);
+}
+
+//Deletes the asset
+function AssetBrowser::deleteMaterialAsset(%this, %assetDef)
+{
+   AssetDatabase.deleteAsset(%assetDef.getAssetId(), true);
+}
+
+//Moves the asset to a new path/module
+function AssetBrowser::moveMaterialAsset(%this, %assetDef, %destination)
+{
+   %currentModule = AssetDatabase.getAssetModule(%assetDef.getAssetId());
+   %targetModule = AssetBrowser.getModuleFromAddress(%destination);
+   
+   %newAssetPath = moveAssetFile(%assetDef, %destination);
+   
+   if(%newAssetPath $= "")
+      return false;
+
+   moveAssetLooseFile(%assetDef.scriptPath, %destination);
+   
+   AssetDatabase.removeDeclaredAsset(%assetDef.getAssetId());
+   AssetDatabase.addDeclaredAsset(%targetModule, %newAssetPath);
+}
+
 function AssetBrowser::prepareImportMaterialAsset(%this, %assetItem)
 {
    ImportActivityLog.add("Preparing Shape for Import: " @ %assetItem.assetName);
@@ -95,14 +132,6 @@ function AssetBrowser::prepareImportMaterialAsset(%this, %assetItem)
             %diffuseAsset = AssetBrowser.addImportingAsset("Image", %targetFilePath, %assetItem);
             %assetItem.diffuseImageAsset = %diffuseAsset;
          }
-         else if(getAssetImportConfigValue("Materials/AlwaysPresentImageMaps", "0") == 1)
-         {
-            //In the event we don't have this image asset, but we DO wish to always display the field(affording when names don't aline with
-            //the material name), then we go ahead and create a blank entry
-            %suff = getTokenCount(%diffuseTypeSuffixes, ",;") == 0 ? "_albedo" : getToken(%diffuseTypeSuffixes, ",;", 0);
-            %diffuseAsset = AssetBrowser.addImportingAsset("Image", %assetItem.AssetName @ %suff, %assetItem);
-            %assetItem.diffuseImageAsset = %diffuseAsset;
-         }
       }
       
       //Now, iterate over our comma-delimited suffixes to see if we have any matches. We'll use the first match in each case, if any.
@@ -120,14 +149,6 @@ function AssetBrowser::prepareImportMaterialAsset(%this, %assetItem)
             %normalAsset = AssetBrowser.addImportingAsset("Image", %targetFilePath, %assetItem);
             %assetItem.normalImageAsset = %normalAsset;
          }
-         else if(getAssetImportConfigValue("Materials/AlwaysPresentImageMaps", "0") == 1)
-         {
-            //In the event we don't have this image asset, but we DO wish to always display the field(affording when names don't aline with
-            //the material name), then we go ahead and create a blank entry
-            %suff = getTokenCount(%normalTypeSuffixes, ",;") == 0 ? "_normal" : getToken(%normalTypeSuffixes, ",;", 0);
-            %normalAsset = AssetBrowser.addImportingAsset("Image", %assetItem.AssetName @ %suff, %assetItem);
-            %assetItem.normalImageAsset = %normalAsset;
-         }
       }
       
       if(%assetItem.metalImageAsset $= "")
@@ -143,14 +164,6 @@ function AssetBrowser::prepareImportMaterialAsset(%this, %assetItem)
             %metalAsset = AssetBrowser.addImportingAsset("Image", %targetFilePath, %assetItem);
             %assetItem.metalImageAsset = %metalAsset;
          }
-         else if(getAssetImportConfigValue("Materials/AlwaysPresentImageMaps", "0") == 1)
-         {
-            //In the event we don't have this image asset, but we DO wish to always display the field(affording when names don't aline with
-            //the material name), then we go ahead and create a blank entry
-            %suff = getTokenCount(%metalnessTypeSuffixes, ",;") == 0 ? "_metalness" : getToken(%metalnessTypeSuffixes, ",;", 0);
-            %metalAsset = AssetBrowser.addImportingAsset("Image", %assetItem.AssetName @ %suff, %assetItem);
-            %assetItem.metalImageAsset = %metalAsset;
-         }
       }
       
       if(%assetItem.roughnessImageAsset $= "")
@@ -166,14 +179,6 @@ function AssetBrowser::prepareImportMaterialAsset(%this, %assetItem)
             %roughnessAsset = AssetBrowser.addImportingAsset("Image", %targetFilePath, %assetItem);
             %assetItem.roughnessImageAsset = %roughnessAsset;
          }
-         else if(getAssetImportConfigValue("Materials/AlwaysPresentImageMaps", "0") == 1)
-         {
-            //In the event we don't have this image asset, but we DO wish to always display the field(affording when names don't aline with
-            //the material name), then we go ahead and create a blank entry
-            %suff = getTokenCount(%roughnessTypeSuffixes, ",;") == 0 ? "_roughness" : getToken(%roughnessTypeSuffixes, ",;", 0);
-            %roughnessAsset = AssetBrowser.addImportingAsset("Image", %assetItem.AssetName @ %suff, %assetItem);
-            %assetItem.roughnessImageAsset = %roughnessAsset;
-         }
       }
       
       if(%assetItem.smoothnessImageAsset $= "")
@@ -189,14 +194,6 @@ function AssetBrowser::prepareImportMaterialAsset(%this, %assetItem)
             %smoothnessAsset = AssetBrowser.addImportingAsset("Image", %targetFilePath, %assetItem);
             %assetItem.SmoothnessImageAsset = %smoothnessAsset;
          }
-         else if(getAssetImportConfigValue("Materials/AlwaysPresentImageMaps", "0") == 1)
-         {
-            //In the event we don't have this image asset, but we DO wish to always display the field(affording when names don't aline with
-            //the material name), then we go ahead and create a blank entry
-            %suff = getTokenCount(%smoothnessTypeSuffixes, ",;") == 0 ? "_smoothness" : getToken(%smoothnessTypeSuffixes, ",;", 0);
-            %smoothnessAsset = AssetBrowser.addImportingAsset("Image", %assetItem.AssetName @ %suff, %assetItem);
-            %assetItem.SmoothnessImageAsset = %smoothnessAsset;
-         }
       }
       
       if(%assetItem.AOImageAsset $= "")
@@ -212,14 +209,6 @@ function AssetBrowser::prepareImportMaterialAsset(%this, %assetItem)
             %AOAsset = AssetBrowser.addImportingAsset("Image", %targetFilePath, %assetItem);
             %assetItem.AOImageAsset = %AOAsset;
          }
-         else if(getAssetImportConfigValue("Materials/AlwaysPresentImageMaps", "0") == 1)
-         {
-            //In the event we don't have this image asset, but we DO wish to always display the field(affording when names don't aline with
-            //the material name), then we go ahead and create a blank entry
-            %suff = getTokenCount(%aoTypeSuffixes, ",;") == 0 ? "_AO" : getToken(%aoTypeSuffixes, ",;", 0);
-            %AOAsset = AssetBrowser.addImportingAsset("Image", %assetItem.AssetName @ %suff, %assetItem);
-            %assetItem.AOImageAsset = %AOAsset;
-         }
       }
       
       if(%assetItem.compositeImageAsset $= "")
@@ -235,21 +224,12 @@ function AssetBrowser::prepareImportMaterialAsset(%this, %assetItem)
             %compositeAsset = AssetBrowser.addImportingAsset("Image", %targetFilePath, %assetItem);
             %assetItem.compositeImageAsset = %compositeAsset;
          }
-         else if(getAssetImportConfigValue("Materials/AlwaysPresentImageMaps", "0") == 1)
-         {
-            //In the event we don't have this image asset, but we DO wish to always display the field(affording when names don't aline with
-            //the material name), then we go ahead and create a blank entry
-            %suff = getTokenCount(%compositeTypeSuffixes, ",;") == 0 ? "_composite" : getToken(%compositeTypeSuffixes, ",;", 0);
-            %compositeAsset = AssetBrowser.addImportingAsset("Image", %assetItem.AssetName @ %suff, %assetItem);
-            %assetItem.compositeImageAsset = %compositeAsset;
-         }
       }
       
       //If after the above we didn't find any, check to see if we should be generating one
       if(%assetItem.compositeImageAsset $= "" && 
          (%assetItem.roughnessImageAsset !$= "" || %assetItem.AOImageAsset !$= "" || %assetItem.metalnessImageAsset !$= "") &&
-         getAssetImportConfigValue("Materials/CreateComposites", "1") == 1 &&
-         getAssetImportConfigValue("Materials/AlwaysPresentImageMaps", "0") == 0)
+         getAssetImportConfigValue("Materials/CreateComposites", "1") == 1)
       {
          %assetItem.roughnessImageAsset.skip = true;
          %assetItem.AOImageAsset.skip = true;

+ 51 - 0
Templates/BaseGame/game/tools/assetBrowser/scripts/assetTypes/postFX.cs

@@ -111,6 +111,57 @@ function AssetBrowser::createPostEffectAsset(%this)
 	return %tamlpath;
 }
 
+//Renames the asset
+function AssetBrowser::renamePostEffectAsset(%this, %assetDef, %newAssetName)
+{
+   %newScriptFilename = renameAssetLooseFile(%assetDef.scriptPath, %newAssetName);
+   
+   if(!%newScriptFilename $= "")
+      return;
+      
+   %newHLSLFilename = renameAssetLooseFile(%assetDef.hlslShader, %newAssetName);
+   
+   if(!%newHLSLFilename $= "")
+      return;
+      
+   %newGLSLFilename = renameAssetLooseFile(%assetDef.glslShader, %newAssetName);
+   
+   if(!%newGLSLFilename $= "")
+      return;
+      
+   %assetDef.scriptPath = %newScriptFilename;
+   %assetDef.hlslShader = %newHLSLFilename;
+   %assetDef.glslShader = %newGLSLFilename;
+   %assetDef.saveAsset();
+   
+   renameAssetFile(%assetDef, %newAssetName);
+}
+
+//Deletes the asset
+function AssetBrowser::deletePostEffectAsset(%this, %assetDef)
+{
+   AssetDatabase.deleteAsset(%assetDef.getAssetId(), true);
+}
+
+//Moves the asset to a new path/module
+function AssetBrowser::movePostEffectAsset(%this, %assetDef, %destination)
+{
+   %currentModule = AssetDatabase.getAssetModule(%assetDef.getAssetId());
+   %targetModule = AssetBrowser.getModuleFromAddress(%destination);
+   
+   %newAssetPath = moveAssetFile(%assetDef, %destination);
+   
+   if(%newAssetPath $= "")
+      return false;
+
+   moveAssetLooseFile(%assetDef.scriptPath, %destination);
+   moveAssetLooseFile(%assetDef.hlslShader, %destination);
+   moveAssetLooseFile(%assetDef.glslShader, %destination);
+   
+   AssetDatabase.removeDeclaredAsset(%assetDef.getAssetId());
+   AssetDatabase.addDeclaredAsset(%targetModule, %newAssetPath);
+}
+
 function AssetBrowser::buildPostEffectAssetPreview(%this, %assetDef, %previewData)
 {
    %previewData.assetName = %assetDef.assetName;

+ 19 - 65
Templates/BaseGame/game/tools/assetBrowser/scripts/assetTypes/script.cs

@@ -53,87 +53,41 @@ function AssetBrowser::onScriptAssetEditorDropped(%this, %assetDef, %position)
       return;
 }
 
+//Renames the asset
 function AssetBrowser::renameScriptAsset(%this, %assetDef, %newAssetName)
 {
-   %assetId = %assetDef.getAssetID();
+   %newFilename = renameAssetLooseFile(%assetDef.scriptFile, %newAssetName);
    
-   %module = AssetDatabase.getAssetModule(%assetId);
-   
-   %scriptPath = %assetDef.scriptFile;
-   %newScriptPath = filePath(%scriptPath) @ "/" @ %newAssetName @ fileExt(%scriptPath);
-   %copiedSuccess = pathCopy(%scriptPath, %newScriptPath);
-   
-   %looseFilepath = fileName(%newScriptPath);
-   
-   %assetDef.scriptFile = "\"@AssetFile=" @ %looseFilepath @ "\"";
+   if(!%newFilename $= "")
+      return;
+
+   %assetDef.scriptFile = %newFilename;
    %assetDef.saveAsset();
    
-   AssetDatabase.renameDeclaredAsset("\"" @ %module @ ":" @ %newAssetName @ "\"");
-   
-   //%assetFilePath = makeFullPath(AssetDatabase.getAssetFilePath(%assetId));
-   //%newAssetFilePath = %newFullPath @ "/" @ fileName(%assetFilePath);
-   //%copiedSuccess = pathCopy(%assetFilePath, %newAssetFilePath);
-   
-   fileDelete(%scriptPath);
-   
-   //ModuleDatabase.unloadExplicit(%module.getModuleId());
-   //ModuleDatabase.loadExplicit(%module.getModuleId());
+   renameAssetFile(%assetDef, %newAssetName);
 }
 
+//Deletes the asset
 function AssetBrowser::deleteScriptAsset(%this, %assetDef)
 {
-   %assetId = %assetDef.getAssetID();
-   
-   %module = AssetDatabase.getAssetModule(%assetId);
-   
-   %assetFilePath = makeFullPath(AssetDatabase.getAssetFilePath(%assetId));
-   %scriptPath = %assetDef.scriptFile;
-   
-   fileDelete(%assetFilePath);
-   fileDelete(%scriptPath);
-   
-   //they're different moduels now, so we gotta unload/reload both
-   ModuleDatabase.unloadExplicit(%module.getModuleId());
-   ModuleDatabase.unloadExplicit(%newModule.getModuleId());
+   AssetDatabase.deleteAsset(%assetDef.getAssetId(), true);
 }
 
+//Moves the asset to a new path/module
 function AssetBrowser::moveScriptAsset(%this, %assetDef, %destination)
 {
-   %newFullPath = makeFullPath(%destination);
-   
-   %assetId = %assetDef.getAssetID();
-   
-   %module = AssetDatabase.getAssetModule(%assetId);
-   
-   %assetFilePath = makeFullPath(AssetDatabase.getAssetFilePath(%assetId));
-   %newAssetFilePath = %newFullPath @ "/" @ fileName(%assetFilePath);
-   %copiedSuccess = pathCopy(%assetFilePath, %newAssetFilePath);
-   
-   %scriptPath = %assetDef.scriptFile;
-   %newScriptPath = %newFullPath @ "/" @ fileName(%scriptPath);
-   %copiedSuccess = pathCopy(%scriptPath, %newScriptPath);
+   %currentModule = AssetDatabase.getAssetModule(%assetDef.getAssetId());
+   %targetModule = AssetBrowser.getModuleFromAddress(%destination);
    
-   fileDelete(%assetFilePath);
-   fileDelete(%scriptPath);
+   %newAssetPath = moveAssetFile(%assetDef, %destination);
    
-   //thrash the modules and reload them
-   %newModule = %this.dirHandler.getModuleFromAddress(%newFullPath);
+   if(%newAssetPath $= "")
+      return false;
+
+   moveAssetLooseFile(%assetDef.scriptFile, %destination);
    
-   //if we didn't move modules, then we don't need to do anything other than refresh the assets within it
-   if(%module == %newModule)
-   {
-      //only do a refresh to update asset loose file paths
-      AssetDatabase.refreshAllAssets();
-   }
-   else
-   {
-      //they're different moduels now, so we gotta unload/reload both
-      ModuleDatabase.unloadExplicit(%module.getModuleId());
-      ModuleDatabase.loadExplicit(%module.getModuleId());
-      
-      ModuleDatabase.unloadExplicit(%newModule.getModuleId());
-      ModuleDatabase.loadExplicit(%newModule.getModuleId());
-   }
+   AssetDatabase.removeDeclaredAsset(%assetDef.getAssetId());
+   AssetDatabase.addDeclaredAsset(%targetModule, %newAssetPath);
 }
 
 function AssetBrowser::buildScriptAssetPreview(%this, %assetDef, %previewData)

+ 23 - 3
Templates/BaseGame/game/tools/assetBrowser/scripts/directoryHandling.cs

@@ -18,26 +18,44 @@ function makedirectoryHandler(%targetTree, %folderExclusionList, %searchFilter)
 
 function directoryHandler::loadFolders(%this, %path, %parentId)
 {
+   %modulesList = ModuleDatabase.findModules();
+   
    //utilize home dir project setting here
    %paths = getDirectoryList(%path);
    for(%i=0; %i < getFieldCount(%paths); %i++)
    {
       %childPath = getField(%paths, %i);
       
+      %fullChildPath = makeFullPath(%path @ "/" @ %childPath);
+      
       %folderCount = getTokenCount(%childPath, "/");
       
       for(%f=0; %f < %folderCount; %f++)
       {
          %folderName = getToken(%childPath, "/", %f);
          
+         %parentName = %this.treeCtrl.getItemText(%parentId);
+         
          //we don't need to display the shadercache folder
-         if(%parentId == 1 && (%folderName $= "shaderCache" || %folderName $= "cache"))
+         if(%parentName $= "Data" && (%folderName $= "shaderCache" || %folderName $= "cache"))
             continue;
          
          %iconIdx = 3;
          
-         if(ModuleDatabase.findModule(%folderName) !$= "")
-            %iconIdx = 1;
+         //Lets see if any modules match our current path)
+         for(%m=0; %m < getWordCount(%modulesList); %m++)
+         {
+            %moduleDef = getWord(%modulesList, %m);
+            
+            if(%moduleDef.modulePath $= %fullChildPath)
+            {
+               %iconIdx = 1;
+               break;
+            }
+         }
+         
+         //if(ModuleDatabase.findModule(%folderName) !$= "")
+         //   %iconIdx = 1;
          
          %searchFoldersText = %this.searchFilter;
          if(%searchFoldersText !$= "Search Folders...")
@@ -204,6 +222,8 @@ function directoryHandler::expandTreeToAddress(%this, %address)
       %curItem = %this.treeCtrl.findChildItemByName(%curItem, %folderName);
       %this.treeCtrl.expandItem(%curItem);
    }
+   
+   %this.treeCtrl.expandItem(0);
 }
 
 function directoryHandler::createFolder(%this, %folderPath)

+ 94 - 1
Templates/BaseGame/game/tools/assetBrowser/scripts/editAsset.cs

@@ -13,7 +13,22 @@ function AssetBrowser::editAsset(%this, %assetDef)
    //Find out what type it is
    //If the passed-in definition param is blank, then we're likely called via a popup
    if(%assetDef $= "")
-      %assetDef = AssetDatabase.acquireAsset(EditAssetPopup.assetId);
+   {
+      if(AssetDatabase.isDeclaredAsset(EditAssetPopup.assetId))
+      {
+         %assetDef = AssetDatabase.acquireAsset(EditAssetPopup.assetId);
+      }
+      else
+      {
+         //if it's not a valid asset at all, then it's probably a folder
+         %folder = strreplace(EditAssetPopup.assetId, ":", "/");
+         if(isDirectory(%folder))
+         {
+            AssetBrowser.navigateTo(%folder);
+         }
+      }
+   }
+      
       
    %assetType = %assetDef.getClassName();
    
@@ -132,6 +147,51 @@ function AssetBrowser::performRenameAsset(%this, %originalAssetName, %newName)
    AssetBrowser-->filterTree.buildVisibleTree(); 
 }
 
+function renameAssetFile(%assetDef, %newName)
+{
+   %assetId = %assetDef.getAssetID();
+   %module = AssetDatabase.getAssetModule(%assetId);
+   %moduleId = %module.moduleId;
+   
+   %assetPath = AssetDatabase.getAssetFilePath(%assetId);
+   
+   %newPath = filePath(%assetPath) @ "/" @ %newName @ ".asset.taml";
+   %copiedSuccess = pathCopy(%assetPath, %newPath);
+   
+   if(!%copiedSuccess)
+      return "";
+   
+   %deleteSuccess = fileDelete(%assetPath);
+   
+   if(!%deleteSuccess)
+      return "";
+      
+   //Remove the old declaration
+   AssetDatabase.removeDeclaredAsset(%assetId);
+   //Add with the new file
+   AssetDatabase.addDeclaredAsset(%module, %newPath);
+   
+   //Perform the rename in the file/system itself
+   AssetDatabase.renameDeclaredAsset(%assetId, %moduleId @ ":" @ %newName);
+}
+
+function renameAssetLooseFile(%file, %newName)
+{
+   %newPath = filePath(%file) @ "/" @ %newName @ fileExt(%file);
+   %copiedSuccess = pathCopy(%file, %newPath);
+   
+   if(!%copiedSuccess)
+      return "";
+   
+   %deleteSuccess = fileDelete(%file);
+   
+   if(!%deleteSuccess)
+      return "";
+   
+   return fileName(%newPath);
+}
+
+
 function AssetNameField::onReturn(%this)
 {
    %this.clearFirstResponder();
@@ -165,6 +225,39 @@ function AssetBrowser::moveAsset(%this, %assetId, %destination)
    %this.refresh();
 }
 
+function moveAssetFile(%assetDef, %destinationPath)
+{
+   %assetPath = makeFullPath(AssetDatabase.getAssetFilePath(%assetDef.getAssetId()));
+   %assetFilename = fileName(%assetPath);
+   
+   %newAssetPath = %destination @ "/" @ %assetFilename;
+   
+   %copiedSuccess = pathCopy(%assetPath, %destination @ "/" @ %assetFilename);
+   
+   if(!%copiedSuccess)
+      return "";
+      
+   %deleteSuccess = fileDelete(%assetPath);
+   
+   if(!%deleteSuccess)
+      return "";
+      
+   return %newAssetPath;
+}
+
+function moveAssetLooseFile(%file, %destinationPath)
+{
+   %filename = fileName(%file);
+   
+   %copiedSuccess = pathCopy(%file, %destinationPath @ "/" @ %filename);
+   
+   if(!%copiedSuccess)
+      return false;
+      
+   %deleteSuccess = fileDelete(%file);
+   return %deleteSuccess;
+}
+
 //------------------------------------------------------------
 
 function AssetBrowser::duplicateAsset(%this, %targetModule)

+ 22 - 1
Templates/BaseGame/game/tools/assetBrowser/scripts/editModule.cs

@@ -1,10 +1,31 @@
 //
+function AssetBrowser::ConvertFolderIntoModule(%this, %folderName)
+{
+   if(!isDirectory("data/" @ %folderName))
+      return;
+      
+   AssetBrowser_AddModule-->moduleName.text = %folderName;
+   AssetBrowser_addModuleWindow.callbackFunction = "AssetBrowser.loadDirectories();";
+   
+   AssetBrowser_addModuleWindow.CreateNewModule();
+}
+
 function AssetBrowser::CreateNewModule(%this)
 {
    Canvas.pushDialog(AssetBrowser_AddModule); 
    AssetBrowser_addModuleWindow.selectWindow();  
    
-   AssetBrowser_addModuleWindow.callbackFunction = "AssetBrowser.loadFilters();";
+   AssetBrowser_addModuleWindow.callbackFunction = "AssetBrowser.loadDirectories();";
+}
+
+function AssetBrowser::createNewEditorTool(%this)
+{
+   Canvas.pushDialog(AssetBrowser_AddModule); 
+   AssetBrowser_addModuleWindow.selectWindow(); 
+   
+   AssetBrowser_addModuleWindow.callbackFunction = "AssetBrowser.loadDirectories();";
+   
+   AssetBrowser_addModuleWindow.CreateNewModule();
 }
 
 function AssetBrowser_editModule::saveModule(%this)

+ 31 - 4
Templates/BaseGame/game/tools/assetBrowser/scripts/popupMenus.cs

@@ -185,6 +185,18 @@ function AssetBrowser::buildPopupMenus(%this)
       };
    }
    
+   if( !isObject( EditNonModulePopup ) )
+   {
+      new PopupMenu( EditNonModulePopup )
+      {
+         superClass = "MenuBuilder";
+         class = "EditorWorldMenu";
+         //isPopup = true;
+         
+         item[ 0 ] = "Turn Folder into Module" TAB "" TAB "AssetBrowser.ConvertFolderIntoModule();";
+      };
+   }
+   
    //Some assets are not yet ready/implemented, so disable their creation here
    AddNewArtAssetPopup.enableItem(6, false); //shape
    AddNewArtAssetPopup.enableItem(7, false); //shape animation
@@ -257,8 +269,6 @@ function AssetBrowser::buildPopupMenus(%this)
       }
    }
    
-   AssetBrowser.toggleAssetTypeFilter(0);  
-   
    //Browser visibility menu
    if( !isObject( BrowserVisibilityPopup ) )
    {
@@ -370,10 +380,27 @@ function AssetBrowser::buildPopupMenus(%this)
          class = "EditorWorldMenu";
          
          item[0] = "Add New Asset" TAB "" TAB "ImportAssetWindow.addNewImportingAsset();";
-         item[0] = "Add Reference to Existing Asset" TAB "" TAB "ImportAssetWindow.addRefExistingAsset();";
-         item[1] = "Remove asset" TAB "" TAB "ImportAssetWindow.removeImportingAsset();";
+         item[1] = "Import Existing File as Asset" TAB "" TAB "ImportAssetWindow.importExistingFile();";
+         item[2] = "-";
+         item[3] = "Add Reference to Existing Asset" TAB "" TAB "ImportAssetWindow.addRefExistingAsset();";
+         item[4] = "-";
+         item[5] = "Remove asset" TAB "" TAB "ImportAssetWindow.removeImportingAsset();";
       };
    }
+   
+   if( !isObject( AddNewToolPopup ) )
+   {
+      new PopupMenu( AddNewToolPopup )
+      {
+         superClass = "MenuBuilder";
+         class = "EditorWorldMenu";
+         isPopup = true;
+         
+         item[ 0 ] = "Create New Editor Tool" TAB "" TAB "AssetBrowser.createNewEditorTool(AddNewToolPopup.targetFolder);";
+      };
+      
+      AddNewModulePopup.enableItem(1, false);
+   }
 }
 
 function AddNewScriptAssetPopupMenu::onSelectItem(%this, %id, %text)

+ 0 - 0
Templates/BaseGame/game/tools/assetBrowser/scripts/templateFiles/CppModuleFile.cpp → Templates/BaseGame/game/tools/assetBrowser/scripts/templateFiles/CppModuleFile.cpp.template


+ 0 - 0
Templates/BaseGame/game/tools/assetBrowser/scripts/templateFiles/CppStaticClassFile.cpp → Templates/BaseGame/game/tools/assetBrowser/scripts/templateFiles/CppStaticClassFile.cpp.template


+ 0 - 0
Templates/BaseGame/game/tools/assetBrowser/scripts/templateFiles/CppStaticClassFile.h → Templates/BaseGame/game/tools/assetBrowser/scripts/templateFiles/CppStaticClassFile.h.template


+ 2 - 0
Templates/BaseGame/game/tools/base/images/materials.cs

@@ -66,6 +66,8 @@ singleton Material(Grid_512_Grey_Base)
 singleton Material(Grid_512_Orange)
 {
    diffuseMap[0] = "./512_orange.png";
+   translucent = "1";
+   translucentBlendOp = "PreMul";
 };
 
 singleton Material(Grid_512_Orange_Lines)

+ 10 - 9
Templates/BaseGame/game/tools/componentEditor/interface/materialFieldType.cs

@@ -1,12 +1,13 @@
-function GuiInspectorComponentGroup::buildMaterialField(%this, %component, %fieldName)
+function GuiInspectorGroup::buildMaterialField(%this, %fieldName, %fieldLabel, %fieldDesc, 
+            %fieldDefaultVal, %fieldDataVals, %callback, %ownerObj)
 {
    %extent = 200;
 
-   %currentMaterial = %component.getFieldValue(%fieldName);
+   %currentMaterial = %ownerObj.getFieldValue(%fieldName);
 
    //if we don't have a new material set on this slot, just use the default
    if(%currentMaterial $= "" || %currentMaterial == 0)
-	  %currentMaterial = %material;
+	  %currentMaterial = %fieldDefaultVal;
       
    %container = new GuiControl() {
       canSaveDynamicFields = "0";
@@ -25,7 +26,7 @@ function GuiInspectorComponentGroup::buildMaterialField(%this, %component, %fiel
 
    %labelControl = new GuiTextCtrl() {
       canSaveDynamicFields = "0";
-      Profile = "EditorFontHLBold";
+      Profile = "ToolsGuiTextBoldProfile";
       HorizSizing = "right";
       VertSizing = "bottom";
       Position = "16 3";
@@ -53,7 +54,7 @@ function GuiInspectorComponentGroup::buildMaterialField(%this, %component, %fiel
          position = "7 71";
          profile = "ToolsGuiTextCenterProfile";
          extent = "64 16";
-         text = %matName;
+         text = %currentMaterial;
       };
    };
    
@@ -96,7 +97,7 @@ function GuiInspectorComponentGroup::buildMaterialField(%this, %component, %fiel
          extent = "72 88";
          Variable = "";
          buttonType = "toggleButton";
-         tooltip = %matName;
+         tooltip = %currentMaterial;
          groupNum = "0";
          text = "";
 		 Object = %component;
@@ -111,7 +112,7 @@ function GuiInspectorComponentGroup::buildMaterialField(%this, %component, %fiel
    
    %mapToLabel = new GuiTextCtrl() {
       canSaveDynamicFields = "0";
-      Profile = "EditorFontHLBold";
+      Profile = "ToolsGuiTextBoldProfile";
       HorizSizing = "right";
       VertSizing = "bottom";
       Position = "100 26";
@@ -130,7 +131,7 @@ function GuiInspectorComponentGroup::buildMaterialField(%this, %component, %fiel
       class = "BehaviorEdTextField";
       internalName = %accessor @ "File";
       canSaveDynamicFields = "0";
-      Profile = "EditorTextEdit";
+      Profile = "ToolsGuiTextEditProfile";
       HorizSizing = "right";
       VertSizing = "bottom";
       Position = "100 50";
@@ -262,7 +263,7 @@ function GuiInspectorComponentGroup::buildMaterialField(%this, %component, %fiel
    %previewButton.setBitmap(%previewImage);
    %previewButton.setText("");
    
-   %this.stack.add(%container);
+   %this-->stack.add(%container);
 }
 
 function materialFieldBtn::onClick(%this)

+ 30 - 6
Templates/BaseGame/game/tools/convexEditor/convexEditorGui.cs

@@ -145,19 +145,31 @@ function ConvexEditorMaterialBtn::onClick(%this)
 
 function ConvexEditorMaterialBtn::getMaterialName(%this)
 {
-   materialSelector.showDialog(%this @ ".gotMaterialName", "name");
+   AssetBrowser.showDialog("MaterialAsset", %this @ ".gotMaterialName", "", "", ""); 
+   //materialSelector.showDialog(%this @ ".gotMaterialName", "name");
 }
 
 function ConvexEditorMaterialBtn::gotMaterialName(%this, %name)
 {
+   %materialAsset = AssetDatabase.acquireAsset(%name);
+   
    //eval(%this.object @ "." @ %this.targetField @ " = " @ %name @ ";");
    //%this.object.changeMaterial(getTrailingNumber(%this.targetField), %name);
    //%this.object.inspectorApply();
-   %diffusemap = %name.diffuseMap[0];
+   %diffusemap = %materialAsset.materialDefinitionName.diffuseMap[0];
+   if(%diffusemap $= "")
+   {
+      %diffuseAsset = %materialAsset.materialDefinitionName.diffuseMapAsset[0];
+      if(%diffuseAsset !$= "")
+      {
+         %diffuseAssetDef = AssetDatabase.acquireAsset(%diffuseAsset);
+         %diffusemap = %diffuseAssetDef.imageFile;
+      }
+   }
 
    ConvexEditorOptionsWindow-->matPreviewBtn.setBitmap(%diffusemap);
 
-   ConvexEditorOptionsWindow.activeMaterial = %name;
+   ConvexEditorOptionsWindow.activeMaterial = %materialAsset.materialDefinitionName;
 }
 
 function ConvexEditorMaterialApplyBtn::onClick(%this)
@@ -198,19 +210,31 @@ function ConvexEditorDefaultMaterialBtn::onClick(%this)
 
 function ConvexEditorDefaultMaterialBtn::getMaterialName(%this)
 {
-   materialSelector.showDialog(%this @ ".gotMaterialName", "name");
+   //materialSelector.showDialog(%this @ ".gotMaterialName", "name");
+   AssetBrowser.showDialog("MaterialAsset", %this @ ".gotMaterialName", "", "", ""); 
 }
 
 function ConvexEditorDefaultMaterialBtn::gotMaterialName(%this, %name)
 {
+   %materialAsset = AssetDatabase.acquireAsset(%name);
+   
    //eval(%this.object @ "." @ %this.targetField @ " = " @ %name @ ";");
    //%this.object.changeMaterial(getTrailingNumber(%this.targetField), %name);
    //%this.object.inspectorApply();
-   %diffusemap = %name.diffuseMap[0];
+   %diffusemap = %materialAsset.materialDefinitionName.diffuseMap[0];
+   if(%diffusemap $= "")
+   {
+      %diffuseAsset = %materialAsset.materialDefinitionName.diffuseMapAsset[0];
+      if(%diffuseAsset !$= "")
+      {
+         %diffuseAssetDef = AssetDatabase.acquireAsset(%diffuseAsset);
+         %diffusemap = %diffuseAssetDef.imageFile;
+      }
+   }
 
    ConvexEditorOptionsWindow-->defMatPreviewBtn.setBitmap(%diffusemap);
 
-   ConvexEditorOptionsWindow.activeShape.material = %name;
+   ConvexEditorOptionsWindow.activeShape.material = %materialAsset.materialDefinitionName;
 
    ConvexEditorGui.updateShape();
 }

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

@@ -92,7 +92,7 @@ function ConvexEditorPlugin::onWorldEditorStartup( %this )
    %this.popupMenu = ConvexActionsMenu;
    
    exec( "./convexEditorSettingsTab.ed.gui" );
-   ESettingsWindow.addTabPage( EConvexEditorSettingsPage );
+   //ESettingsWindow.addTabPage( EConvexEditorSettingsPage );
 }
 
 function ConvexEditorPlugin::onActivated( %this )

+ 1 - 1
Templates/BaseGame/game/tools/gui/editorSettingsWindow.ed.cs

@@ -289,7 +289,6 @@ function ESettingsWindow::getAxisSettings(%this)
 function ESettingsWindow::getGeneralSettings(%this)
 {
    SettingsInspector.startGroup("Paths");
-   SettingsInspector.addSettingsField("WorldEditor/newLevelFile", "New Level", "filename", "");
    SettingsInspector.addSettingsField("WorldEditor/torsionPath", "Torsion Path", "filename", "");
    SettingsInspector.endGroup();
    
@@ -416,6 +415,7 @@ function ESettingsWindow::getGameGeneralSettings(%this)
 {
    SettingsInspector.startGroup("General");
    SettingsInspector.addSettingsField("General/ProjectName", "Project Name", "string", "");
+   SettingsInspector.addSettingsField("General/LightingMode", "Lighting Mode", "list", "Dictates the lighting mode the project uses", "Deferred,Forward");
    SettingsInspector.endGroup();
 } 
 

+ 9 - 1
Templates/BaseGame/game/tools/gui/fieldTypes/fieldTypes.cs

@@ -9,4 +9,12 @@ function GuiInspectorVariableGroup::onConstructField(%this, %fieldName, %fieldLa
    %makeCommand = %this @ ".build" @ %fieldTypeName @ "Field(\""@ %fieldName @ "\",\"" @ %fieldLabel @ "\",\"" @ %fieldDesc @ "\",\"" @ 
             %fieldDefaultVal @ "\",\"" @ %fieldDataVals @ "\",\"" @ %inspector @ "." @ %callbackName @ "\",\"" @ %ownerObj @"\");";
    eval(%makeCommand);
-}
+}
+
+function GuiInspectorGroup::onConstructField(%this, %fieldName, %fieldLabel, %fieldTypeName, %fieldDesc, %fieldDefaultVal, %fieldDataVals, %callbackName, %ownerObj)
+{
+   %inspector = %this.getParent();
+   %makeCommand = %this @ ".build" @ %fieldTypeName @ "Field(\""@ %fieldName @ "\",\"" @ %fieldLabel @ "\",\"" @ %fieldDesc @ "\",\"" @ 
+            %fieldDefaultVal @ "\",\"" @ %fieldDataVals @ "\",\"" @ %inspector @ "." @ %callbackName @ "\",\"" @ %ownerObj @"\");";
+   eval(%makeCommand);
+}

BIN
Templates/BaseGame/game/tools/gui/images/folderDown.png


BIN
Templates/BaseGame/game/tools/gui/images/folderUp.png


BIN
Templates/BaseGame/game/tools/gui/images/rightArrowWhite.png


+ 1 - 1
Templates/BaseGame/game/tools/gui/postFxEditor.gui

@@ -5,7 +5,7 @@
    minExtent = "8 8";
    horizSizing = "width";
    vertSizing = "height";
-   profile = "GuiDefaultProfile";
+   profile = "ToolsGuiDefaultNonModalProfile";
    visible = "1";
    active = "1";
    tooltipProfile = "GuiToolTipProfile";

+ 21 - 0
Templates/BaseGame/game/tools/gui/profiles.ed.cs

@@ -86,6 +86,14 @@ new GuiControlProfile (ToolsGuiSolidDefaultProfile : ToolsGuiDefaultProfile)
    category = "Tools";
 };
 
+if( !isObject( ToolsGuiDefaultNonModalProfile ) )
+new GuiControlProfile (ToolsGuiDefaultNonModalProfile : ToolsGuiDefaultProfile)
+{
+   opaque = false;
+   modal = false;
+   category = "Tools";
+};
+
 if( !isObject( ToolsGuiTransparentProfile ) )
 new GuiControlProfile (ToolsGuiTransparentProfile)
 {
@@ -192,6 +200,12 @@ new GuiControlProfile (ToolsGuiTextProfile)
    category = "Tools";
 };
 
+if( !isObject( ToolsGuiTextBoldProfile ) )
+new GuiControlProfile (ToolsGuiTextBoldProfile : ToolsGuiTextProfile)
+{
+   fontType = "Noto Sans Bold";
+};
+
 if( !isObject( ToolsGuiTextBoldCenterProfile ) )
 new GuiControlProfile (ToolsGuiTextBoldCenterProfile : ToolsGuiTextProfile)
 {
@@ -209,6 +223,13 @@ new GuiControlProfile (ToolsGuiTextRightProfile : ToolsGuiTextProfile)
    category = "Tools";
 };
 
+if( !isObject( ToolsGuiTextBoldRightProfile ) )
+new GuiControlProfile (ToolsGuiTextBoldRightProfile : ToolsGuiTextRightProfile)
+{
+   fontType = "Noto Sans Bold";
+   fontSize = 16;
+};
+
 if( !isObject( ToolsGuiTextCenterProfile ) )
 new GuiControlProfile (ToolsGuiTextCenterProfile : ToolsGuiTextProfile)
 {

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

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

+ 0 - 0
Templates/BaseGame/game/tools/levels/BlankRoom.mis → Templates/BaseGame/game/tools/levels/DefaultEditorLevel.mis


+ 0 - 0
Templates/BaseGame/game/tools/levels/BlankRoom.postfxpreset.cs → Templates/BaseGame/game/tools/levels/DefaultEditorLevel.postfxpreset.cs


+ 0 - 0
Templates/BaseGame/game/tools/levels/BlankRoom_preview.png → Templates/BaseGame/game/tools/levels/DefaultEditorLevel_preview.png


+ 111 - 0
Templates/BaseGame/game/tools/levels/EditorTemplateLevel.mis

@@ -0,0 +1,111 @@
+//--- OBJECT WRITE BEGIN ---
+new Scene(EditorTemplateLevel) {
+   canSave = "1";
+   canSaveDynamicFields = "1";
+   isSubScene = "0";
+   isEditing = "0";
+   isDirty = "0";
+      cdTrack = "2";
+      CTF_scoreLimit = "5";
+      Enabled = "1";
+      musicTrack = "lush";
+
+   new LevelInfo(theLevelInfo) {
+      nearClip = "0.1";
+      visibleDistance = "1000";
+      visibleGhostDistance = "0";
+      decalBias = "0.0015";
+      fogColor = "0.6 0.6 0.7 1";
+      fogDensity = "0";
+      fogDensityOffset = "700";
+      fogAtmosphereHeight = "0";
+      canvasClearColor = "0 0 0 255";
+      ambientLightBlendPhase = "1";
+      ambientLightBlendCurve = "0 0 -1 -1";
+      soundAmbience = "AudioAmbienceDefault";
+      soundDistanceModel = "Linear";
+      canSave = "1";
+      canSaveDynamicFields = "1";
+         advancedLightmapSupport = "0";
+         desc0 = "A blank room template that acts as a starting point.";
+         Enabled = "1";
+         LevelName = "Blank Room Template";
+   };
+   new SkyBox(theSky) {
+      Material = "BlankSkyMat";
+      drawBottom = "0";
+      fogBandHeight = "0";
+      position = "0 0 0";
+      rotation = "1 0 0 0";
+      scale = "1 1 1";
+      canSave = "1";
+      canSaveDynamicFields = "1";
+   };
+   new Sun(theSun) {
+      azimuth = "230.396";
+      elevation = "45";
+      color = "0.968628 0.901961 0.901961 1";
+      ambient = "0.337255 0.533333 0.619608 1";
+      brightness = "1";
+      castShadows = "1";
+      staticRefreshFreq = "250";
+      dynamicRefreshFreq = "8";
+      coronaEnabled = "1";
+      coronaScale = "0.5";
+      coronaTint = "1 1 1 1";
+      coronaUseLightColor = "1";
+      flareScale = "1";
+      attenuationRatio = "0 1 1";
+      shadowType = "PSSM";
+      texSize = "2048";
+      overDarkFactor = "3000 1500 750 250";
+      shadowDistance = "200";
+      shadowSoftness = "0.25";
+      numSplits = "4";
+      logWeight = "0.9";
+      fadeStartDistance = "0";
+      lastSplitTerrainOnly = "0";
+      representedInLightmap = "0";
+      shadowDarkenColor = "0 0 0 -1";
+      includeLightmappedGeometryInShadow = "0";
+      position = "0 0 0";
+      rotation = "1 0 0 0";
+      scale = "1 1 1";
+      canSave = "1";
+      canSaveDynamicFields = "1";
+         bias = "0.1";
+         Blur = "1";
+         Enabled = "1";
+         height = "1024";
+         lightBleedFactor = "0.8";
+         minVariance = "0";
+         pointShadowType = "PointShadowType_Paraboloid";
+         shadowBox = "-100 -100 -100 100 100 100";
+         splitFadeDistances = "1 1 1 1";
+         width = "3072";
+   };
+   new GroundPlane() {
+      squareSize = "128";
+      scaleU = "25";
+      scaleV = "25";
+      Material = "Grid_512_Grey";
+      canSave = "1";
+      canSaveDynamicFields = "1";
+         Enabled = "1";
+         position = "0 0 0";
+         rotation = "1 0 0 0";
+         scale = "1 1 1";
+   };
+   new Skylight() {
+      Enabled = "1";
+      ReflectionMode = "Baked Cubemap";
+      position = "1.37009 -5.23561 46.5817";
+      rotation = "1 0 0 0";
+      canSave = "1";
+      canSaveDynamicFields = "1";
+      persistentId = "d5eb3afb-dced-11e9-a423-bb0e346e3870";
+         reflectionPath = "tools/levels/BlankRoom/probes/";
+   };
+};
+//--- OBJECT WRITE END ---
+

+ 53 - 0
Templates/BaseGame/game/tools/levels/EditorTemplateLevel.postfxpreset.cs

@@ -0,0 +1,53 @@
+$PostFXManager::Settings::ColorCorrectionRamp = "core/postFX/images/null_color_ramp.png";
+$PostFXManager::Settings::DOF::BlurCurveFar = "";
+$PostFXManager::Settings::DOF::BlurCurveNear = "";
+$PostFXManager::Settings::DOF::BlurMax = "";
+$PostFXManager::Settings::DOF::BlurMin = "";
+$PostFXManager::Settings::DOF::EnableAutoFocus = "";
+$PostFXManager::Settings::DOF::EnableDOF = "";
+$PostFXManager::Settings::DOF::FocusRangeMax = "";
+$PostFXManager::Settings::DOF::FocusRangeMin = "";
+$PostFXManager::Settings::EnableDOF = "1";
+$PostFXManager::Settings::EnabledSSAO = "1";
+$PostFXManager::Settings::EnableHDR = "1";
+$PostFXManager::Settings::EnableLightRays = "1";
+$PostFXManager::Settings::EnablePostFX = "1";
+$PostFXManager::Settings::EnableSSAO = "1";
+$PostFXManager::Settings::EnableVignette = "1";
+$PostFXManager::Settings::HDR::adaptRate = "2";
+$PostFXManager::Settings::HDR::blueShiftColor = "1.05 0.97 1.27";
+$PostFXManager::Settings::HDR::brightPassThreshold = "1";
+$PostFXManager::Settings::HDR::enableBloom = "1";
+$PostFXManager::Settings::HDR::enableBlueShift = "0";
+$PostFXManager::Settings::HDR::enableToneMapping = "0.5";
+$PostFXManager::Settings::HDR::gaussMean = "0";
+$PostFXManager::Settings::HDR::gaussMultiplier = "0.3";
+$PostFXManager::Settings::HDR::gaussStdDev = "0.8";
+$PostFXManager::Settings::HDR::keyValue = "0.117347";
+$PostFXManager::Settings::HDR::minLuminace = "0.0459184";
+$PostFXManager::Settings::HDR::whiteCutoff = "1";
+$PostFXManager::Settings::LightRays::brightScalar = "0.75";
+$PostFXManager::Settings::LightRays::decay = "1.0";
+$PostFXManager::Settings::LightRays::density = "0.94";
+$PostFXManager::Settings::LightRays::numSamples = "40";
+$PostFXManager::Settings::LightRays::weight = "5.65";
+$PostFXManager::Settings::SSAO::blurDepthTol = "0.001";
+$PostFXManager::Settings::SSAO::blurNormalTol = "0.95";
+$PostFXManager::Settings::SSAO::lDepthMax = "2";
+$PostFXManager::Settings::SSAO::lDepthMin = "0.2";
+$PostFXManager::Settings::SSAO::lDepthPow = "0.2";
+$PostFXManager::Settings::SSAO::lNormalPow = "2";
+$PostFXManager::Settings::SSAO::lNormalTol = "-0.5";
+$PostFXManager::Settings::SSAO::lRadius = "1";
+$PostFXManager::Settings::SSAO::lStrength = "10";
+$PostFXManager::Settings::SSAO::overallStrength = "2";
+$PostFXManager::Settings::SSAO::quality = "0";
+$PostFXManager::Settings::SSAO::sDepthMax = "1";
+$PostFXManager::Settings::SSAO::sDepthMin = "0.1";
+$PostFXManager::Settings::SSAO::sDepthPow = "1";
+$PostFXManager::Settings::SSAO::sNormalPow = "1";
+$PostFXManager::Settings::SSAO::sNormalTol = "0";
+$PostFXManager::Settings::SSAO::sRadius = "0.1";
+$PostFXManager::Settings::SSAO::sStrength = "6";
+$PostFXManager::Settings::Vignette::VMax = 0.830218;
+$PostFXManager::Settings::Vignette::VMin = 0.2;

+ 1 - 4
Templates/BaseGame/game/tools/main.cs

@@ -272,10 +272,7 @@ function fastLoadWorldEdit(%val)
          
       if( !$missionRunning )
       {
-         // Flag saying, when level is chosen, launch it with the editor open.
-         %defaultLevelFile = EditorSettings.value( "WorldEditor/newLevelFile" );
-         
-         EditorNewLevel(%defaultLevelFile);
+         EditorNewLevel("tools/levels/DefaultEditorLevel.mis");
       }
       else
       {

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

@@ -82,7 +82,7 @@ function MeshRoadEditorPlugin::onWorldEditorStartup( %this )
    
    // Add ourselves to the Editor Settings window
    exec( "./meshRoadEditorSettingsTab.gui" );
-   ESettingsWindow.addTabPage( EMeshRoadEditorSettingsPage );
+   //ESettingsWindow.addTabPage( EMeshRoadEditorSettingsPage );
 }
 
 function MeshRoadEditorPlugin::onActivated( %this )

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

@@ -89,7 +89,7 @@ function NavEditorPlugin::onWorldEditorStartup(%this)
 
    // Add ourselves to the Editor Settings window.
    exec("./NavEditorSettingsTab.gui");
-   ESettingsWindow.addTabPage(ENavEditorSettingsPage);
+   //ESettingsWindow.addTabPage(ENavEditorSettingsPage);
    ENavEditorSettingsPage.init();
 
    // Add items to World Editor Creator

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

@@ -83,7 +83,7 @@ function RiverEditorPlugin::onWorldEditorStartup( %this )
    
    // Add ourselves to the Editor Settings window
    exec( "./RiverEditorSettingsTab.gui" );
-   ESettingsWindow.addTabPage( ERiverEditorSettingsPage );
+   //ESettingsWindow.addTabPage( ERiverEditorSettingsPage );
 }
 
 function RiverEditorPlugin::onActivated( %this )

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

@@ -82,7 +82,7 @@ function RoadEditorPlugin::onWorldEditorStartup( %this )
    
    // Add ourselves to the Editor Settings window
    exec( "./RoadEditorSettingsTab.gui" );
-   ESettingsWindow.addTabPage( ERoadEditorSettingsPage );
+   //ESettingsWindow.addTabPage( ERoadEditorSettingsPage );
 }
 
 function RoadEditorPlugin::onActivated( %this )

+ 181 - 175
Templates/BaseGame/game/tools/settings.xml

@@ -1,89 +1,47 @@
 <?xml version="1.0" encoding="utf-8" standalone="yes" ?>
 <EditorSettings>
-    <Group name="RoadEditor">
-        <Setting name="SelectedSplineColor">0 255 0 255</Setting>
-        <Setting name="DefaultWidth">10</Setting>
-        <Setting name="materialName">DefaultDecalRoadMaterial</Setting>
-        <Setting name="HoverNodeColor">255 255 255 255</Setting>
-    </Group>
-    <Group name="AssetCreation">
-        <Setting name="TerrainAssetSubdirectoryFormat">&lt;AssetType&gt;/</Setting>
-        <Setting name="GUIAssetSubdirectoryFormat">&lt;AssetType&gt;/OtherFolder/</Setting>
-        <Setting name="CubemapAssetSubdirectoryFormat">&lt;AssetType&gt;/</Setting>
-        <Setting name="StatemachineAssetSubdirectoryFormat">&lt;AssetType&gt;/</Setting>
-        <Setting name="PostFXAssetSubdirectoryFormat">&lt;AssetType&gt;/</Setting>
-        <Setting name="LevelAssetSubdirectoryFormat">&lt;AssetType&gt;/&lt;AssetName&gt;/</Setting>
-        <Setting name="TerrainMatAssetSubdirectoryFormat">&lt;AssetType&gt;/</Setting>
-        <Setting name="AssetImporDefaultConfig">TestConfig</Setting>
-        <Setting name="AutoImport">1</Setting>
-        <Setting name="CppAssetSubdirectoryFormat">&lt;AssetType&gt;/&lt;SpecialAssetTag&gt;/</Setting>
-        <Setting name="ScriptAssetSubdirectoryFormat">&lt;AssetType&gt;/&lt;SpecialAssetTag&gt;/</Setting>
-    </Group>
-    <Group name="ShapeEditor">
-        <Setting name="ShowGrid">1</Setting>
-        <Setting name="SunAngleZ">135</Setting>
-        <Setting name="showBounds">0</Setting>
-        <Setting name="gridSize">0.1</Setting>
-        <Setting name="RenderCollision">0</Setting>
-        <Setting name="showNodes">1</Setting>
-        <Setting name="backgroundColor">0 0 0 100</Setting>
-        <Setting name="SunDiffuseColor">255 255 255 255</Setting>
-        <Setting name="SunAmbientColor">180 180 180 255</Setting>
-        <Setting name="showObjBox">1</Setting>
-        <Setting name="highlightMaterial">1</Setting>
-        <Setting name="AdvancedWndVisible">1</Setting>
-        <Setting name="SunAngleX">45</Setting>
-        <Setting name="gridDimension">40 40</Setting>
-        <Setting name="renderMounts">1</Setting>
-    </Group>
-    <Group name="TerrainEditor">
-        <Setting name="currentAction">lowerHeight</Setting>
-        <Group name="Brush">
-            <Setting name="maxBrushSize">40 40</Setting>
-            <Setting name="brushSize">40 40</Setting>
-            <Setting name="brushType">ellipse</Setting>
-            <Setting name="brushSoftness">1</Setting>
-            <Setting name="brushPressure">1</Setting>
-        </Group>
-        <Group name="ActionValues">
-            <Setting name="smoothFactor">0.1</Setting>
-            <Setting name="softSelectDefaultFilter">1.000000 0.833333 0.666667 0.500000 0.333333 0.166667 0.000000</Setting>
-            <Setting name="scaleVal">1</Setting>
-            <Setting name="softSelectFilter">1.000000 0.833333 0.666667 0.500000 0.333333 0.166667 0.000000</Setting>
-            <Setting name="setHeightVal">100</Setting>
-            <Setting name="SlopeMaxAngle">90</Setting>
-            <Setting name="SlopeMinAngle">0</Setting>
-            <Setting name="noiseFactor">1</Setting>
-            <Setting name="adjustHeightVal">10</Setting>
-            <Setting name="softSelectRadius">50</Setting>
-        </Group>
+    <Group name="Theme">
+        <Setting name="tabsHLColor">50 49 48 255</Setting>
+        <Setting name="tooltipTextColor">255 255 255 255</Setting>
+        <Setting name="dividerMidColor">50 49 48 255</Setting>
+        <Setting name="tooltipDividerColor">72 70 68 255</Setting>
+        <Setting name="fieldBGColor">59 58 57 255</Setting>
+        <Setting name="tabsColor">37 36 35 255</Setting>
+        <Setting name="fieldTextHLColor">234 232 230 255</Setting>
+        <Setting name="dividerDarkColor">17 16 15 255</Setting>
+        <Setting name="dividerLightColor">96 94 92 255</Setting>
+        <Setting name="headerColor">50 49 48 255</Setting>
+        <Setting name="windowBackgroundColor">32 31 30 255</Setting>
+        <Setting name="tabsSELColor">59 58 57 255</Setting>
+        <Setting name="headerTextColor">236 234 232 255</Setting>
+        <Setting name="fieldTextNAColor">77 77 77 255</Setting>
+        <Setting name="fieldBGSELColor">100 98 96 255</Setting>
+        <Setting name="fieldTextColor">178 175 172 255</Setting>
+        <Setting name="fieldTextSELColor">255 255 255 255</Setting>
+        <Setting name="tooltipBGColor">43 43 43 255</Setting>
+        <Setting name="fieldBGHLColor">72 70 68 255</Setting>
     </Group>
     <Group name="GuiEditor">
-        <Setting name="lastPath">tools/gui</Setting>
+        <Setting name="lastPath">tools/RPGDialogEditor/gui</Setting>
         <Setting name="previewResolution">1024 768</Setting>
-        <Group name="Help">
-            <Setting name="documentationURL">http://www.garagegames.com/products/torque-3d/documentation/user</Setting>
-            <Setting name="documentationReference">../../../Documentation/Torque 3D - Script Manual.chm</Setting>
-            <Setting name="documentationLocal">../../../Documentation/Official Documentation.html</Setting>
-        </Group>
-        <Group name="EngineDevelopment">
-            <Setting name="showEditorProfiles">0</Setting>
-            <Setting name="toggleIntoEditor">0</Setting>
-            <Setting name="showEditorGuis">0</Setting>
+        <Group name="Rendering">
+            <Setting name="drawGuides">1</Setting>
+            <Setting name="drawBorderLines">1</Setting>
         </Group>
         <Group name="Snapping">
-            <Setting name="snapToCanvas">1</Setting>
-            <Setting name="snapToCenters">1</Setting>
             <Setting name="sensitivity">2</Setting>
-            <Setting name="snap2Grid">0</Setting>
-            <Setting name="snap2GridSize">8</Setting>
             <Setting name="snapToControls">1</Setting>
             <Setting name="snapToEdges">1</Setting>
+            <Setting name="snap2Grid">0</Setting>
+            <Setting name="snap2GridSize">8</Setting>
             <Setting name="snapToGuides">1</Setting>
+            <Setting name="snapToCanvas">1</Setting>
+            <Setting name="snapToCenters">1</Setting>
         </Group>
-        <Group name="Rendering">
-            <Setting name="drawGuides">1</Setting>
-            <Setting name="drawBorderLines">1</Setting>
+        <Group name="Help">
+            <Setting name="documentationReference">../../../Documentation/Torque 3D - Script Manual.chm</Setting>
+            <Setting name="documentationLocal">../../../Documentation/Official Documentation.html</Setting>
+            <Setting name="documentationURL">http://www.garagegames.com/products/torque-3d/documentation/user</Setting>
         </Group>
         <Group name="Library">
             <Setting name="viewType">Categorized</Setting>
@@ -91,169 +49,217 @@
         <Group name="Selection">
             <Setting name="fullBox">0</Setting>
         </Group>
+        <Group name="EngineDevelopment">
+            <Setting name="showEditorGuis">0</Setting>
+            <Setting name="showEditorProfiles">0</Setting>
+            <Setting name="toggleIntoEditor">0</Setting>
+        </Group>
     </Group>
     <Group name="WorldEditor">
-        <Setting name="undoLimit">40</Setting>
-        <Setting name="forceSidebarToSide">1</Setting>
-        <Setting name="recentLevelsList">pbr:PbrMatTestLevel,TTR:DasBootLevel</Setting>
-        <Setting name="orthoFOV">50</Setting>
+        <Setting name="recentLevelsList">FPSGameplay:EmptyLevel,pbr:PbrMatTestLevel,FPSGameplay:EmptyTerrain,TTR:DasBootLevel</Setting>
         <Setting name="orthoShowGrid">1</Setting>
-        <Setting name="lastEditedLevel">pbr:PbrMatTestLevel</Setting>
-        <Setting name="startupMode">Blank Level</Setting>
-        <Setting name="dropType">screenCenter</Setting>
-        <Setting name="currentEditor">WorldEditorInspectorPlugin</Setting>
         <Setting name="displayType">6</Setting>
+        <Setting name="orthoFOV">50</Setting>
+        <Setting name="dropType">screenCenter</Setting>
         <Setting name="torsionPath">AssetWork_Debug.exe</Setting>
+        <Setting name="lastEditedLevel">FPSGameplay:EmptyLevel</Setting>
+        <Setting name="forceSidebarToSide">1</Setting>
+        <Setting name="startupMode">Blank Level</Setting>
+        <Setting name="currentEditor">WorldEditorInspectorPlugin</Setting>
         <Setting name="EditorLayoutMode">Modern</Setting>
+        <Setting name="undoLimit">40</Setting>
         <Setting name="forceLoadDAE">0</Setting>
-        <Group name="Grid">
-            <Setting name="gridSnap">1</Setting>
-            <Setting name="gridColor">102 102 102 100</Setting>
-            <Setting name="gridOriginColor">255 255 255 100</Setting>
-            <Setting name="gridMinorColor">51 51 51 100</Setting>
-            <Setting name="gridSize">1</Setting>
+        <Group name="ObjectIcons">
+            <Setting name="fadeIconsStartDist">8</Setting>
+            <Setting name="fadeIconsEndDist">20</Setting>
+            <Setting name="fadeIconsEndAlpha">0</Setting>
+            <Setting name="fadeIconsStartAlpha">255</Setting>
+            <Setting name="fadeIcons">1</Setting>
+        </Group>
+        <Group name="Docs">
+            <Setting name="documentationLocal">../../../Documentation/Official Documentation.html</Setting>
+            <Setting name="forumURL">http://www.garagegames.com/products/torque-3d/forums</Setting>
+            <Setting name="documentationReference">../../../Documentation/Torque 3D - Script Manual.chm</Setting>
+            <Setting name="documentationURL">http://www.garagegames.com/products/torque-3d/documentation/user</Setting>
         </Group>
         <Group name="Color">
             <Setting name="popupBackgroundColor">100 100 100 255</Setting>
+            <Setting name="dragRectColor">255 255 0 255</Setting>
             <Setting name="selectionBoxColor">255 255 0 255</Setting>
-            <Setting name="objMouseOverSelectColor">0 0 255 255</Setting>
-            <Setting name="objectTextColor">255 255 255 255</Setting>
             <Setting name="objSelectColor">255 0 0 255</Setting>
-            <Setting name="dragRectColor">255 255 0 255</Setting>
+            <Setting name="objectTextColor">255 255 255 255</Setting>
             <Setting name="objMouseOverColor">0 255 0 255</Setting>
+            <Setting name="objMouseOverSelectColor">0 0 255 255</Setting>
         </Group>
-        <Group name="Theme">
-            <Setting name="windowTitleBGHLColor">48 48 48 255</Setting>
-            <Setting name="windowTitleBGColor">50 50 50 255</Setting>
-            <Setting name="windowTitleBGNAColor">180 180 180 255</Setting>
-            <Setting name="windowTitleFontHLColor">255 255 255 255</Setting>
-            <Setting name="windowTitleFontColor">215 215 215 255</Setting>
+        <Group name="Images">
+            <Setting name="defaultHandle">tools/worldEditor/images/DefaultHandle</Setting>
+            <Setting name="selectHandle">tools/worldEditor/images/SelectHandle</Setting>
+            <Setting name="lockedHandle">tools/worldEditor/images/LockedHandle</Setting>
         </Group>
-        <Group name="Docs">
-            <Setting name="documentationURL">http://www.garagegames.com/products/torque-3d/documentation/user</Setting>
-            <Setting name="documentationReference">../../../Documentation/Torque 3D - Script Manual.chm</Setting>
-            <Setting name="documentationLocal">../../../Documentation/Official Documentation.html</Setting>
-            <Setting name="forumURL">http://www.garagegames.com/products/torque-3d/forums</Setting>
+        <Group name="Grid">
+            <Setting name="gridSnap">1</Setting>
+            <Setting name="gridColor">102 102 102 100</Setting>
+            <Setting name="gridSize">1</Setting>
+            <Setting name="gridMinorColor">51 51 51 100</Setting>
+            <Setting name="gridOriginColor">255 255 255 100</Setting>
         </Group>
         <Group name="Tools">
+            <Setting name="dropAtScreenCenterScalar">1</Setting>
             <Setting name="boundingBoxCollision">0</Setting>
-            <Setting name="snapSoftSize">2</Setting>
-            <Setting name="TerrainSnapOffsetZ">0</Setting>
             <Setting name="snapSoft">0</Setting>
-            <Setting name="OffsetZValue">0.01</Setting>
-            <Setting name="snapGround">0</Setting>
             <Setting name="dropAtScreenCenterMax">100</Setting>
+            <Setting name="TerrainSnapOffsetZ">0</Setting>
+            <Setting name="snapGround">0</Setting>
             <Setting name="objectsUseBoxCenter">1</Setting>
-            <Setting name="dropAtScreenCenterScalar">1</Setting>
+            <Setting name="snapSoftSize">2</Setting>
+            <Setting name="OffsetZValue">0.01</Setting>
         </Group>
-        <Group name="Images">
-            <Setting name="lockedHandle">tools/worldEditor/images/LockedHandle</Setting>
-            <Setting name="defaultHandle">tools/worldEditor/images/DefaultHandle</Setting>
-            <Setting name="selectHandle">tools/worldEditor/images/SelectHandle</Setting>
+        <Group name="Theme">
+            <Setting name="windowTitleFontColor">215 215 215 255</Setting>
+            <Setting name="windowTitleBGColor">50 50 50 255</Setting>
+            <Setting name="windowTitleBGNAColor">180 180 180 255</Setting>
+            <Setting name="windowTitleBGHLColor">48 48 48 255</Setting>
+            <Setting name="windowTitleFontHLColor">255 255 255 255</Setting>
         </Group>
         <Group name="Render">
-            <Setting name="renderObjHandle">1</Setting>
-            <Setting name="renderObjText">1</Setting>
-            <Setting name="renderPopupBackground">1</Setting>
-            <Setting name="showMousePopupInfo">1</Setting>
             <Setting name="renderSelectionBox">1</Setting>
-        </Group>
-        <Group name="ObjectIcons">
-            <Setting name="fadeIconsEndDist">20</Setting>
-            <Setting name="fadeIconsEndAlpha">0</Setting>
-            <Setting name="fadeIconsStartAlpha">255</Setting>
-            <Setting name="fadeIcons">1</Setting>
-            <Setting name="fadeIconsStartDist">8</Setting>
+            <Setting name="showMousePopupInfo">1</Setting>
+            <Setting name="renderPopupBackground">1</Setting>
+            <Setting name="renderObjText">1</Setting>
+            <Setting name="renderObjHandle">1</Setting>
         </Group>
         <Group name="Layout">
             <Setting name="LayoutMode">Classic</Setting>
         </Group>
     </Group>
-    <Group name="MeshRoadEditor">
-        <Setting name="DefaultWidth">10</Setting>
-        <Setting name="topMaterialName">DefaultRoadMaterialTop</Setting>
-        <Setting name="DefaultNormal">0 0 1</Setting>
-        <Setting name="SelectedSplineColor">0 255 0 255</Setting>
-        <Setting name="HoverSplineColor">255 0 0 255</Setting>
-        <Setting name="sideMaterialName">DefaultRoadMaterialOther</Setting>
-    </Group>
     <Group name="AxisGizmo">
+        <Setting name="axisGizmoMaxScreenLen">100</Setting>
+        <Setting name="rotationSnap">15</Setting>
+        <Setting name="mouseScaleScalar">0.8</Setting>
         <Setting name="renderWhenUsed">0</Setting>
         <Setting name="renderInfoText">1</Setting>
         <Setting name="snapRotations">0</Setting>
         <Setting name="mouseRotateScalar">0.8</Setting>
-        <Setting name="axisGizmoMaxScreenLen">100</Setting>
-        <Setting name="rotationSnap">15</Setting>
-        <Setting name="mouseScaleScalar">0.8</Setting>
         <Group name="Grid">
-            <Setting name="renderPlaneHashes">0</Setting>
-            <Setting name="forceSnapRotations">1</Setting>
-            <Setting name="gridSize">1 1 1</Setting>
-            <Setting name="planeDim">500</Setting>
             <Setting name="renderPlane">0</Setting>
+            <Setting name="renderPlaneHashes">0</Setting>
             <Setting name="gridColor">255 255 255 20</Setting>
             <Setting name="snapToGrid">1</Setting>
+            <Setting name="forceSnapRotations">1</Setting>
+            <Setting name="planeDim">500</Setting>
+            <Setting name="gridSize">1 1 1</Setting>
         </Group>
     </Group>
     <Group name="RiverEditor">
-        <Setting name="DefaultDepth">5</Setting>
         <Setting name="HoverSplineColor">255 0 0 255</Setting>
-        <Setting name="HoverNodeColor">255 255 255 255</Setting>
+        <Setting name="DefaultDepth">5</Setting>
         <Setting name="DefaultNormal">0 0 1</Setting>
-        <Setting name="SelectedSplineColor">0 255 0 255</Setting>
         <Setting name="DefaultWidth">10</Setting>
+        <Setting name="SelectedSplineColor">0 255 0 255</Setting>
+        <Setting name="HoverNodeColor">255 255 255 255</Setting>
     </Group>
-    <Group name="NavEditor">
-        <Setting name="spawnDatablock">DefaultPlayerData</Setting>
-        <Setting name="SpawnClass">AIPlayer</Setting>
-        <Setting name="backgroundBuild">1</Setting>
-    </Group>
-    <Group name="AssetBrowser">
-        <Setting name="previewSize">Small</Setting>
+    <Group name="DatablockEditor">
+        <Setting name="libraryTab">1</Setting>
     </Group>
-    <Group name="Theme">
-        <Setting name="fieldBGSELColor">100 98 96 255</Setting>
-        <Setting name="dividerMidColor">50 49 48 255</Setting>
-        <Setting name="headerColor">50 49 48 255</Setting>
-        <Setting name="windowBackgroundColor">32 31 30 255</Setting>
-        <Setting name="tooltipDividerColor">72 70 68 255</Setting>
-        <Setting name="fieldTextHLColor">234 232 230 255</Setting>
-        <Setting name="dividerDarkColor">17 16 15 255</Setting>
-        <Setting name="fieldBGHLColor">72 70 68 255</Setting>
-        <Setting name="headerTextColor">236 234 232 255</Setting>
-        <Setting name="tooltipBGColor">43 43 43 255</Setting>
-        <Setting name="fieldTextNAColor">77 77 77 255</Setting>
-        <Setting name="tooltipTextColor">255 255 255 255</Setting>
-        <Setting name="fieldTextColor">178 175 172 255</Setting>
-        <Setting name="fieldBGColor">59 58 57 255</Setting>
-        <Setting name="dividerLightColor">96 94 92 255</Setting>
-        <Setting name="tabsHLColor">50 49 48 255</Setting>
-        <Setting name="fieldTextSELColor">255 255 255 255</Setting>
-        <Setting name="tabsColor">37 36 35 255</Setting>
-        <Setting name="tabsSELColor">59 58 57 255</Setting>
+    <Group name="ShapeEditor">
+        <Setting name="showObjBox">1</Setting>
+        <Setting name="showNodes">1</Setting>
+        <Setting name="gridSize">0.1</Setting>
+        <Setting name="SunAngleZ">135</Setting>
+        <Setting name="SunAmbientColor">180 180 180 255</Setting>
+        <Setting name="SunAngleX">45</Setting>
+        <Setting name="ShowGrid">1</Setting>
+        <Setting name="gridDimension">40 40</Setting>
+        <Setting name="AdvancedWndVisible">1</Setting>
+        <Setting name="renderMounts">1</Setting>
+        <Setting name="showBounds">0</Setting>
+        <Setting name="SunDiffuseColor">255 255 255 255</Setting>
+        <Setting name="RenderCollision">0</Setting>
+        <Setting name="highlightMaterial">1</Setting>
+        <Setting name="backgroundColor">0 0 0 100</Setting>
     </Group>
-    <Group name="Assets">
+    <Group name="AssetCreation">
+        <Setting name="TerrainAssetSubdirectoryFormat">&lt;AssetType&gt;/</Setting>
+        <Setting name="PostFXAssetSubdirectoryFormat">&lt;AssetType&gt;/</Setting>
+        <Setting name="AutoImport">1</Setting>
+        <Setting name="ScriptAssetSubdirectoryFormat">&lt;AssetType&gt;/&lt;SpecialAssetTag&gt;/</Setting>
+        <Setting name="CubemapAssetSubdirectoryFormat">&lt;AssetType&gt;/</Setting>
+        <Setting name="GUIAssetSubdirectoryFormat">&lt;AssetType&gt;/OtherFolder/</Setting>
         <Setting name="AssetImporDefaultConfig">TestConfig</Setting>
-        <Setting name="AutoImport">0</Setting>
-        <Group name="Browser">
-            <Setting name="previewTileSize">small</Setting>
+        <Setting name="LevelAssetSubdirectoryFormat">&lt;AssetType&gt;/&lt;AssetName&gt;/</Setting>
+        <Setting name="CppAssetSubdirectoryFormat">&lt;AssetType&gt;/&lt;SpecialAssetTag&gt;/</Setting>
+        <Setting name="TerrainMatAssetSubdirectoryFormat">&lt;AssetType&gt;/</Setting>
+        <Setting name="StatemachineAssetSubdirectoryFormat">&lt;AssetType&gt;/</Setting>
+    </Group>
+    <Group name="TerrainEditor">
+        <Setting name="currentAction">lowerHeight</Setting>
+        <Group name="Brush">
+            <Setting name="brushSize">40 40</Setting>
+            <Setting name="maxBrushSize">40 40</Setting>
+            <Setting name="brushType">ellipse</Setting>
+            <Setting name="brushPressure">1</Setting>
+            <Setting name="brushSoftness">1</Setting>
+        </Group>
+        <Group name="ActionValues">
+            <Setting name="smoothFactor">0.1</Setting>
+            <Setting name="setHeightVal">100</Setting>
+            <Setting name="softSelectDefaultFilter">1.000000 0.833333 0.666667 0.500000 0.333333 0.166667 0.000000</Setting>
+            <Setting name="SlopeMinAngle">0</Setting>
+            <Setting name="softSelectFilter">1.000000 0.833333 0.666667 0.500000 0.333333 0.166667 0.000000</Setting>
+            <Setting name="softSelectRadius">50</Setting>
+            <Setting name="scaleVal">1</Setting>
+            <Setting name="adjustHeightVal">10</Setting>
+            <Setting name="SlopeMaxAngle">90</Setting>
+            <Setting name="noiseFactor">1</Setting>
         </Group>
     </Group>
     <Group name="LevelInformation">
         <Setting name="levelsDirectory">data/FPSGameplay/levels</Setting>
         <Group name="levels">
+            <Group name="PbrMatTest.mis">
+                <Setting name="cameraSpeed">5</Setting>
+            </Group>
             <Group name="BlankRoom.mis">
                 <Setting name="cameraSpeed">25</Setting>
             </Group>
-            <Group name="PbrMatTest.mis">
-                <Setting name="cameraSpeed">5</Setting>
+            <Group name="Empty Terrain.mis">
+                <Setting name="cameraSpeed">25</Setting>
+            </Group>
+            <Group name="EmptyLevel.mis">
+                <Setting name="cameraSpeed">25</Setting>
             </Group>
         </Group>
     </Group>
+    <Group name="MeshRoadEditor">
+        <Setting name="HoverSplineColor">255 0 0 255</Setting>
+        <Setting name="topMaterialName">DefaultRoadMaterialTop</Setting>
+        <Setting name="SelectedSplineColor">0 255 0 255</Setting>
+        <Setting name="DefaultWidth">10</Setting>
+        <Setting name="DefaultNormal">0 0 1</Setting>
+        <Setting name="sideMaterialName">DefaultRoadMaterialOther</Setting>
+    </Group>
+    <Group name="RoadEditor">
+        <Setting name="materialName">DefaultDecalRoadMaterial</Setting>
+        <Setting name="HoverNodeColor">255 255 255 255</Setting>
+        <Setting name="DefaultWidth">10</Setting>
+        <Setting name="SelectedSplineColor">0 255 0 255</Setting>
+    </Group>
+    <Group name="NavEditor">
+        <Setting name="SpawnClass">AIPlayer</Setting>
+        <Setting name="backgroundBuild">1</Setting>
+        <Setting name="spawnDatablock">DefaultPlayerData</Setting>
+    </Group>
     <Group name="ConvexEditor">
         <Setting name="materialName">Grid_512_Orange</Setting>
     </Group>
-    <Group name="DatablockEditor">
-        <Setting name="libraryTab">1</Setting>
+    <Group name="Assets">
+        <Setting name="AutoImport">0</Setting>
+        <Setting name="AssetImporDefaultConfig">TestConfig</Setting>
+        <Group name="Browser">
+            <Setting name="previewTileSize">small</Setting>
+        </Group>
+    </Group>
+    <Group name="AssetBrowser">
+        <Setting name="previewSize">Small</Setting>
     </Group>
 </EditorSettings>

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

@@ -121,7 +121,7 @@ function ShapeEditorPlugin::onWorldEditorStartup(%this)
 
    // Add ourselves to the Editor Settings window
    exec( "./gui/ShapeEditorSettingsTab.gui" );
-   ESettingsWindow.addTabPage( EShapeEditorSettingsPage );
+   //ESettingsWindow.addTabPage( EShapeEditorSettingsPage );
 
    GuiWindowCtrl::attach(ShapeEdPropWindow, ShapeEdSelectWindow);
    ShapeEdAnimWindow.resize( -1, 526, 593, 53 );

+ 1 - 1
Templates/BaseGame/game/tools/worldEditor/gui/GeneralSettingsTab.ed.gui

@@ -200,7 +200,7 @@
                         canSaveDynamicFields = "1";
                         class = "ESettingsWindowTextEdit";
                            editorSettingsRead = "EditorGui.readWorldEditorSettings();";
-                           editorSettingsValue = "WorldEditor/newLevelFile";
+                           editorSettingsValue = "";
                            editorSettingsWrite = "EditorGui.writeWorldEditorSettings();";
                      };
                   };

+ 3 - 1
Templates/BaseGame/game/tools/worldEditor/scripts/EditorGui.ed.cs

@@ -264,6 +264,8 @@ function EditorGui::init(%this)
       %obj = EditorPluginSet.getObject( %i );
       %obj.onWorldEditorStartup();      
    }
+   
+   callOnModules("onWorldEditorStartup", "Tools");
 
    // With everything loaded, start up the settings window
    ESettingsWindow.startup();
@@ -610,7 +612,7 @@ function EditorGui::onNewLevelLoaded( %this, %levelName )
 {
    %this.levelName = %levelName;
    %this.setupDefaultCameraSettings();
-   ECameraSettingsPage.init();
+   //ECameraSettingsPage.init();
    EditorCameraSpeedOptions.setupDefaultState();
    
    new ScriptObject( EditorMissionCleanup )

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

@@ -33,7 +33,6 @@ EditorSettings.setDefaultValue(  "displayType",             $EditTsCtrl::Display
 EditorSettings.setDefaultValue(  "orthoFOV",                "50" );
 EditorSettings.setDefaultValue(  "orthoShowGrid",           "1" );
 EditorSettings.setDefaultValue(  "currentEditor",           "WorldEditorInspectorPlugin" );
-EditorSettings.setDefaultValue(  "newLevelFile",            "tools/levels/BlankRoom.mis" );
 
 if( isFile( "C:/Program Files/Torsion/Torsion.exe" ) )
    EditorSettings.setDefaultValue(  "torsionPath",          "C:/Program Files/Torsion/Torsion.exe" );

+ 30 - 1
Templates/BaseGame/game/tools/worldEditor/scripts/menuHandlers.ed.cs

@@ -220,7 +220,9 @@ function EditorNewLevel( %file )
    }
 
    if( %file $= "" )
-      %file = EditorSettings.value( "WorldEditor/newLevelFile" );
+   {
+      %file = "tools/levels/DefaultEditorLevel.mis";
+   }
 
    if( !$missionRunning )
    {
@@ -235,6 +237,33 @@ function EditorNewLevel( %file )
    EditorGui.saveAs = true;
 }
 
+function EditorSaveAsDefaultLevel()
+{
+   MessageBoxYesNo("Save as Default?", "This will save the currently active root scene as the default level the editor loads when it is opened. Continue?",
+      "doEditorSaveAsDefaultLevel();", "");
+}
+
+function doEditorSaveAsDefaultLevel()
+{
+   %success = getScene(0).save("tools/levels/DefaultEditorLevel.mis");
+}
+
+function EditorResetDefaultLevel()
+{
+   MessageBoxYesNo("Reset Default?", "This will reset the default level for the editor back to the original. Continue?",
+      "doEditorResetDefaultLevel();", "");
+}
+
+function doEditorResetDefaultLevel()
+{
+   %templatePath = makeFullPath("tools/levels/EditorTemplateLevel.mis");
+   %defaultPath = makeFullPath("tools/levels/DefaultEditorLevel.mis");
+   
+   %fileCopy = -1;
+   if(isFile(%templatePath) && isFile(%defaultPath))
+      %fileCopy = pathCopy(%templatePath, %defaultPath, false);
+}
+
 function EditorSaveMissionMenu()
 {
    if(EditorGui.saveAs)

+ 3 - 0
Templates/BaseGame/game/tools/worldEditor/scripts/menus.ed.cs

@@ -141,6 +141,9 @@ function EditorGui::buildMenus(%this)
    %fileMenu.appendItem("Save Level" TAB %cmdCtrl SPC "S" TAB "EditorSaveMissionMenu();");
    %fileMenu.appendItem("Save Level As..." TAB "" TAB "AssetBrowser.setupCreateNewAsset(\"LevelAsset\", AssetBrowser.selectedModule, \"EditorSaveMissionAs\");");
    %fileMenu.appendItem("-");
+   %fileMenu.appendItem("Save Current Scene as Editor Default" TAB "" TAB "EditorSaveAsDefaultLevel();");
+   %fileMenu.appendItem("Reset Editor Default" TAB "" TAB "EditorResetDefaultLevel();");
+   %fileMenu.appendItem("-");
 
    if( $platform $= "windows" )
    {

+ 1 - 1
Templates/BaseGame/game/tools/worldEditor/scripts/visibility/miscViz.cs

@@ -135,7 +135,7 @@ function toggleDebugVizMode( %mode )
    }
    else
    {
-      if($Viz_SurfacePropertiesModeVar != "" && $Viz_SurfacePropertiesModeVar != -1)
+      if($Viz_SurfacePropertiesModeVar !$= "" && $Viz_SurfacePropertiesModeVar != -1)
          Viz_SurfacePropertiesPFX.enable(); 
    }
    

+ 2 - 2
Templates/BaseGame/game/tools/worldEditor/scripts/visibility/visibilityLayer.ed.cs

@@ -105,8 +105,8 @@ function setupEditorVisibilityMenu()
       item[ 6 ] = "Show Texel Density" TAB "" TAB "toggleTexelDensityViz();";
    };
    
-   %probespopup.enableItem(5, false);
-   %probespopup.enableItem(6, false);
+   %debugRenderpopup.enableItem(5, false);
+   %debugRenderpopup.enableItem(6, false);
    
    //
    //Lighting stuff

+ 7 - 0
Tools/CMake/torque3d.cmake

@@ -359,6 +359,12 @@ if(EXISTS ${TORQUE_APP_DIR}/game/data)
     addInclude("${TORQUE_APP_DIR}/game/data")
     addPathRec("${TORQUE_APP_DIR}/game/data")
 endif()
+if(EXISTS ${TORQUE_APP_DIR}/game/tools)
+    message("Reading modules in ${TORQUE_APP_DIR}/game/tools path...")
+
+    addInclude("${TORQUE_APP_DIR}/game/tools")
+    addPathRec("${TORQUE_APP_DIR}/game/tools")
+endif()
 
 ###############################################################################
 # modular paths
@@ -664,6 +670,7 @@ if (TORQUE_OPENGL)
    addLib(glad)
 endif()
 addLib(assimp)
+addLib(meshOptimizer)
 
 if(WIN32)
     # copy pasted from T3D build system, some might not be needed