Commit történet

Szerző SHA1 Üzenet Dátum
  AzaezelX f5a34308f9 add a docsURL; macro to link a given set of script config vars to git or similar storage urls via clicking on the inspector 3 éve
  Areloch 74ac45e877 Fixed Edit button tooltip for Shape Asset field 3 éve
  Areloch 6162c5da05 Updates the behavior and layout of the ImageAsset, MaterialAsset and ShapeAsset inspector field types to be clearer, with previews and obvious edit buttons 3 éve
  Areloch cd82186231 Fixes setter issue for image/shape/material custom inspector fields where it was not correctly passing through the changed value from the Asset Browser select 3 éve
  Areloch ded99cd8cb * Fixes handling for Image, Material and Shape Assets' inspector fields so they properly work with non-object targeted inspectors, such as the PostFXEditor 3 éve
  AzaezelX 4a7104e5ea fix TORQUE_TOOLS = off compilation 3 éve
  JeffR 1c7c32baa6 Separates out acquireAsset call for importing assets until after all assets have been imported, then runs it as a post step to ensure all assets are properly loaded before they're used 3 éve
  JeffR d044ae0702 Removed unneeded default irradiance and prefilter cubemaps, and their convars 3 éve
  JeffR 630285def6 Shifts handling of material and terrain material definitions to be written into the asset definition taml file instead of having an extra loose file 4 éve
  Areloch a5944aff19 Adjusted callback handling of asset inspector fields when invoking AB to select asset for more consistent behavior and better handling of updating the objects and inspector 4 éve
  Areloch 0fab2ebf54 Added fallback handling to MaterialAssets if the asset was found but the matDef was not 4 éve
  Areloch 506621352c Tweaks the MaterialAsset loading logic to continue to see if the matDefinition already points to an existing object(to avoid needlessly re-executing files over and over), but also validate other cases, and ensures that if we DO have an existing definition, we still process and load it in the asset itself properly. 4 éve
  Robert MacGregor 1b6b803a20 * BugFix: Clear a lot of warnings and correct a few actual programming errors along the way. 4 éve
  Areloch adec6e7c74 Adds load status to MaterialAsset for if the Script file itself has been loaded, but the material itself hasn't yet been processed. 4 éve
  Brian Roberts 0a150e342f Merge pull request #545 from Areloch/AssetFileCaseSensitivityFix 4 éve
  Areloch cfe122f714 Enforces filename string case sensitivity for assets' internal filenames, which avoids the stringtable messing with the case preventing file name case sensitivity issues. 4 éve
  Jeff Hutchinson 37dc8626f5 MacOS fixes 4 éve
  Areloch 34f0f01cea Adds console function to compare file modified times 4 éve
  Areloch c76c5f7ee1 Removed unneeded duplicate of blank sky skybox 4 éve
  AzaezelX b8eaefc21e refactor new IsScriptFile method to be zip-safe 4 éve
  AzaezelX f185bef8a3 leverage isScriptFile 4 éve
  Areloch 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets 4 éve
  Areloch c5cdba750e Fixes some minor errors on MacOS regarding compiling in clang 5 éve
  Areloch 8585278fe4 Adds autoimport logic for materials if the materialDefinition already exists 5 éve
  Areloch bf5b26f734 Assetifies MeshRoad, Decal Road, and the material slot of GroundCover 5 éve
  Areloch 388a700a53 Implements material asset handling for GroundPlane object 5 éve
  Areloch 8956559bfd Various misc. tweaks and fixes based on static code analysis to minimize/fix memleaks, crashes, or other performance impacting code. 5 éve
  Areloch 79ecc2f4a0 Updates the rest of the asset types to utilize separate expanded path variables to avoid breaking assetDef saving 5 éve
  Areloch a3d6afc197 Corrects lookup/in-place auto import logic for ImageAssets 5 éve
  Areloch f7b891442a Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path 6 éve