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add animation filtering to material inspector#18

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Azaezel wants to merge 40 commits into
Areloch:InspectorifyEditorsfrom
Azaezel:InspectorifyEditors
Open

add animation filtering to material inspector#18
Azaezel wants to merge 40 commits into
Areloch:InspectorifyEditorsfrom
Azaezel:InspectorifyEditors

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@Azaezel

@Azaezel Azaezel commented Jun 20, 2025

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marauder2k7 and others added 30 commits June 15, 2025 12:41
Mission Area now captures the entire level bounds based on objects in the scene
Terrain is no longer required for mission area to be set
set a minimum size for the level bounds, this stops the mouse drag issue until it is sorted out properly
simplify logic around skipping objects that push the mLevelBounds outside F32_MAX
Imageasset text field now displays correctly in inspector
previews now use assets again
assetBrowser hides previewCache folder
Prepend image filenames in imageassets with "@" symbol so expand and collapse works correctly for files relative to that asset.taml file.
…sionArea-RemoveTerrainDependency

remove terrain dependency from mission area
 Fixes missing parentheses that is causing the script to not compile
asset importing for images shouldnt execute a file copy, original file path is enough as it is relative to exe
refresh asset so image asset can write out its image metadata
add change notification on intialize asset use this callback to update information about the image on refresh. Remove notification when the asset is removed and when the imagefile changes
…sFix

Fixes issue of not being able to create GameModes or blank MaterialAssets from the Asset Browser
GuiCursor needs to be changed to use bitmapAsset
guiTypes.GuiCursor safety around rendering getBitmap()
missed UI cursors
added interaction static guioffscreencanvas to capture mouse events
added test shape
fixes for interaction from az
scripts changed to reflect a better standard of loading offscreencanvas on client and not on the server
add check for if _in matches the filename that is already set for image asset, this stops the set being called twice when loading the same image asset
change the macro to use the refactor (exact same structure as the imageasset macro)
add extra checks around an empty stringtableentry for assets and bitmap controls
fix linux and mac being pedantic about NULL = 0
Azaezel and others added 10 commits June 19, 2025 22:42
don't bother transmitting animation configs if we're either not animating, or unable to do so
shape asset now has the same import "@" as image asset
cut out extra filename parameters that arent needed
refresh hopefully fixed
…icNetworkReduction

reduce tsstatic netload
…ndAsset_Refactor

Shape Asset Refactor and Image Asset fixes and tweaks
have aiplayer actually use it
give a copy to AIController
…indFix

expand setMoveTrigger to take true or false
guifilterctrl now takes a keys entry to allow for nonlinear percentiles
particle editor inspector now displays an interactable guifilterctrl that uses the times[] entries up to lifetime/1.0 points
filter is tied to sizes
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3 participants