AzaezelX
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3ace31c68c
crashfix work for hot-editing shape assets tied to tsstatics
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1 year ago |
marauder2k7
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efbe5e90f5
virtuals removed
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1 year ago |
AzaezelX
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1cf754dbca
asset load refactor
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1 year ago |
AzaezelX
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b710a309bd
asset load flow work
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2 years ago |
Areloch
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6162c5da05
Updates the behavior and layout of the ImageAsset, MaterialAsset and ShapeAsset inspector field types to be clearer, with previews and obvious edit buttons
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2 years ago |
AzaezelX
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4a7104e5ea
fix TORQUE_TOOLS = off compilation
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3 years ago |
JeffR
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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
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3 years ago |
AzaezelX
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f5600826d7
Merge branch 'Preview4_0' into SoundAssetImplements
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4 years ago |
Areloch
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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.
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4 years ago |
AzaezelX
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98a079a797
code duplication prune. should aid in stability
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4 years ago |
AzaezelX
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2630b4ada6
corrected and simplified the is<foo>Valid method macro injections
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4 years ago |
AzaezelX
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776741770d
boolean is<thing>valid chjecks for assets. tests wether it's non-empty and reporting zero flaws
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4 years ago |
AzaezelX
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ad0c141189
use _set<assetname> for all network recipts of shapes, sounds, images and materials to ensure we at least try and fill that out whichever way is ghosted to us
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4 years ago |
Areloch
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adec6e7c74
Adds load status to MaterialAsset for if the Script file itself has been loaded, but the material itself hasn't yet been processed.
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4 years ago |
AzaezelX
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3d488bbbf0
macro cleanup
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4 years ago |
AzaezelX
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ee3ef531e2
ironically, overly paranoid checks were tripping warnings
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4 years ago |
AzaezelX
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bdf6bd5c69
account for the possiblity of _set##name(StringTableEntry _in entries somehow getting punted nulls
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4 years ago |
Areloch
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cfe122f714
Enforces filename string case sensitivity for assets' internal filenames, which avoids the stringtable messing with the case preventing file name case sensitivity issues.
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4 years ago |
AzaezelX
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76386f433c
fix eronous extra glue code in macro, fix slash direction in include
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4 years ago |
Areloch
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555c563b39
More updating of editor icons to assets
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4 years ago |
AzaezelX
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f185bef8a3
leverage isScriptFile
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4 years ago |
Areloch
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5525f8ecdd
Converts all game, gui editor, and system classes to utilize assets
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4 years ago |
Areloch
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bf5b26f734
Assetifies MeshRoad, Decal Road, and the material slot of GroundCover
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4 years ago |
AzaezelX
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6b53b6581a
mac fixes
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4 years ago |
Areloch
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c1cd217557
Initial pass at implementing MaterialAsset macromagic utility functions and applies it to the renderMeshExample object as well as groundPlane
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4 years ago |
Areloch
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388a700a53
Implements material asset handling for GroundPlane object
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5 years ago |
Areloch
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79ecc2f4a0
Updates the rest of the asset types to utilize separate expanded path variables to avoid breaking assetDef saving
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5 years ago |
Areloch
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a3d6afc197
Corrects lookup/in-place auto import logic for ImageAssets
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5 years ago |
Areloch
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82c74b4511
Merge branch 'VerveMergeWIP' of https://github.com/Areloch/Torque3D into development
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6 years ago |
Areloch
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ddfc416418
Expands/Cleans up a lot of the asset functionality, including management, file association, and creation/importing
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6 years ago |