Historique des commits

Auteur SHA1 Message Date
  AzaezelX bfc921da22 reload chain execution il y a 1 an
  AzaezelX 1cf754dbca asset load refactor il y a 2 ans
  AzaezelX b710a309bd asset load flow work il y a 2 ans
  Lukas Aldershaab 89b0c7f73b Console Refactor il y a 2 ans
  Areloch 667a0db760 Fixed getAssetBy... functions so the lookup loop is more stable and doesn't fail if null results return il y a 2 ans
  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 il y a 2 ans
  Areloch 74ac45e877 Fixed Edit button tooltip for Shape Asset field il y a 3 ans
  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 il y a 3 ans
  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 il y a 3 ans
  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 il y a 3 ans
  AzaezelX 4a7104e5ea fix TORQUE_TOOLS = off compilation il y a 3 ans
  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 il y a 3 ans
  JeffR d044ae0702 Removed unneeded default irradiance and prefilter cubemaps, and their convars il y a 3 ans
  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 il y a 3 ans
  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 il y a 4 ans
  Areloch 0fab2ebf54 Added fallback handling to MaterialAssets if the asset was found but the matDef was not il y a 4 ans
  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. il y a 4 ans
  Robert MacGregor 1b6b803a20 * BugFix: Clear a lot of warnings and correct a few actual programming errors along the way. il y a 4 ans
  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. il y a 4 ans
  Brian Roberts 0a150e342f Merge pull request #545 from Areloch/AssetFileCaseSensitivityFix il y a 4 ans
  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. il y a 4 ans
  Jeff Hutchinson 37dc8626f5 MacOS fixes il y a 4 ans
  Areloch 34f0f01cea Adds console function to compare file modified times il y a 4 ans
  Areloch c76c5f7ee1 Removed unneeded duplicate of blank sky skybox il y a 4 ans
  AzaezelX b8eaefc21e refactor new IsScriptFile method to be zip-safe il y a 4 ans
  AzaezelX f185bef8a3 leverage isScriptFile il y a 4 ans
  Areloch 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets il y a 4 ans
  Areloch c5cdba750e Fixes some minor errors on MacOS regarding compiling in clang il y a 5 ans
  Areloch 8585278fe4 Adds autoimport logic for materials if the materialDefinition already exists il y a 5 ans
  Areloch bf5b26f734 Assetifies MeshRoad, Decal Road, and the material slot of GroundCover il y a 5 ans