hide and rename _d files with same logic as _c files#10142
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boxrocket6803 wants to merge 1 commit intoFacepunch:masterfrom
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hide and rename _d files with same logic as _c files#10142boxrocket6803 wants to merge 1 commit intoFacepunch:masterfrom
boxrocket6803 wants to merge 1 commit intoFacepunch:masterfrom
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Pull request overview
Updates the editor asset browser/list behavior to treat “blob” data files (*_d) similarly to compiled files (*_c): they’re hidden when a corresponding source asset is present, and they’re renamed alongside compiled outputs when renaming the source.
Changes:
- Rename
*_dblob file alongside the compiled*_cfile when renaming an asset. - Hide
*_dblob files in the Asset Browser when a source asset exists (mirrors existing_cfiltering behavior). - Prevent blobs from being treated as loadable assets/inspectable items in the Asset Browser UI.
Reviewed changes
Copilot reviewed 2 out of 2 changed files in this pull request and generated no comments.
| File | Description |
|---|---|
game/addons/tools/Code/Editor/AssetList/Entries/AssetEntry.cs |
Renames associated *_d blob file when renaming an asset (in addition to the compiled output). |
game/addons/tools/Code/Editor/AssetBrowser/AssetBrowser.cs |
Filters blob files out of the Asset Browser list when a source asset exists, using the same approach as compiled-file filtering. |
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|
This PR has been merged upstream. |
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Summary
Hides blob data files if a source file is present, if the source file is renamed it will rename the blob data in addition to the compiled file.
Motivation & Context
Seemed messy to have them all out in the open like that.
Checklist