| .. |
|
MainEditor
|
e7bf49e801
Moved unneeded modules to Templates/Modules
|
6 years ago |
|
VPathEditor
|
c0dd314c12
Changed default terrain paths to go into data/terrains if nothing is set
|
6 years ago |
|
VerveEditor
|
5b289bce5e
Shifts the tools messageboxes to be distinct from any messageboxes in the main game
|
5 years ago |
|
assetBrowser
|
f47e3f395a
Adds a sanity check so asset names cannot start with a number, which would be an invalid object name,
|
5 years ago |
|
base
|
4adcedcf28
Added/Improved some asset type icons
|
5 years ago |
|
classIcons
|
b1e3706dd6
Removed unneeded deletion of asset definition in various asset deconstructors - was causing crash on shutdown when a new asset was made
|
6 years ago |
|
componentEditor
|
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
|
5 years ago |
|
convexEditor
|
8824ee9a2a
Added autosave logic to the world editor. Via a schedule, it will autosave to tool/autosave to create a backup of the current dirty scene
|
5 years ago |
|
datablockEditor
|
5b289bce5e
Shifts the tools messageboxes to be distinct from any messageboxes in the main game
|
5 years ago |
|
debugger
|
1ed8b05169
Initial implementation of the new Base Game Template and some starting modules.
|
8 years ago |
|
decalEditor
|
5b289bce5e
Shifts the tools messageboxes to be distinct from any messageboxes in the main game
|
5 years ago |
|
editorClasses
|
5b289bce5e
Shifts the tools messageboxes to be distinct from any messageboxes in the main game
|
5 years ago |
|
forestEditor
|
5b289bce5e
Shifts the tools messageboxes to be distinct from any messageboxes in the main game
|
5 years ago |
|
gui
|
9ca276fef0
Misc fixes to ensure that the default postFX save, load and editing process is valid
|
5 years ago |
|
guiEditor
|
5b289bce5e
Shifts the tools messageboxes to be distinct from any messageboxes in the main game
|
5 years ago |
|
levels
|
40dd926873
Adds function for sceneObjects to report utilized assets
|
5 years ago |
|
materialEditor
|
060d62d3c3
correct compositemap method of creating orm maps
|
5 years ago |
|
meshRoadEditor
|
973fd44c6a
Profile editor for the meshRoad object
|
5 years ago |
|
missionAreaEditor
|
5b289bce5e
Shifts the tools messageboxes to be distinct from any messageboxes in the main game
|
5 years ago |
|
navEditor
|
1950f68769
Add NavMesh to World Editor
|
5 years ago |
|
particleEditor
|
5b289bce5e
Shifts the tools messageboxes to be distinct from any messageboxes in the main game
|
5 years ago |
|
physicsTools
|
3a93a30ced
Fixes a crash that comes from toggling the editors on and off, then clicking a menubar item
|
6 years ago |
|
resources
|
0c7811bd1a
shift pbrconfig to ORM
|
5 years ago |
|
riverEditor
|
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
|
5 years ago |
|
roadEditor
|
5b289bce5e
Shifts the tools messageboxes to be distinct from any messageboxes in the main game
|
5 years ago |
|
shapeEditor
|
55e24926e4
Fixes logic when opening shapeEditor with a TSStatic selected, it'll attempt to load up the shapeAsset if one is set on the static.
|
5 years ago |
|
shapes
|
00265f4f7f
noshape.dae should go inside core
|
8 years ago |
|
worldEditor
|
9ca276fef0
Misc fixes to ensure that the default postFX save, load and editing process is valid
|
5 years ago |
|
Tools.cs
|
40dd926873
Adds function for sceneObjects to report utilized assets
|
5 years ago |
|
Tools.module
|
40dd926873
Adds function for sceneObjects to report utilized assets
|
5 years ago |
|
fbx.sis
|
d06c99a088
Adds function to get material definition by mapTo usage
|
5 years ago |
|
glb.sis
|
9a1766479d
Import Options gui Update
|
6 years ago |
|
gltf.sis
|
9a1766479d
Import Options gui Update
|
6 years ago |
|
main.cs
|
8824ee9a2a
Added autosave logic to the world editor. Via a schedule, it will autosave to tool/autosave to create a backup of the current dirty scene
|
5 years ago |
|
settings.xml
|
7405453123
Fixes issue where it would try and load a SIS file even if it doesnt exist
|
5 years ago |