logInfo
Definition
-- @/lua/ge/extensions/editor/main.lua:50
local function editorLog(msg)
log("I", "editor", msg)
end
Callers
@/lua/ge/extensions/editor/terrainEditor.lua
local function saveMaterials()
editor.logInfo("TerrainEditor: Saving materials")
scenetree.terrEd_PersistMan:saveDirty(true)
@/lua/ge/extensions/editor/main.lua
local dt = timer:stopAndReset()
editor.logInfo("Initialized " .. val .. " in " .. dt .. "ms")
end
if activate and not activated then
editor.logInfo("Activating editor...")
editor.savedSmoothCameraParams = smoothCameraParams
--
editor.logInfo("Deactivating editor...")
editor.defocusFocusedWindow()
if editorWasActive then
editor.logInfo("Reactivating editor...")
editor.active = false
@/lua/ge/extensions/editor/assetManagementTool.lua
editor.logInfo("Started asset migration process...")
message = "\tCopied '" .. firstOldPath .. "' to '" .. asset.targetPath .. "'"
editor.logInfo(message)
FS:removeFile(path)
editor.logInfo("\tRemoved '" .. path .. "'")
linkPath = path .. ".link"
serializeJsonToFile(linkPath, linkJsonData, true)
editor.logInfo("\tCreated link '" .. linkPath .. "'")
assets[path] = nil
editor.logInfo("Delinking " .. tostring(#filenames) .. " link files...")
editor.logInfo("Relinking " .. tostring(totalFilenames) .. " link files...")
@/lua/ge/extensions/editor/terrainMaterialsEditor.lua
upgradeFileFormatMaterials = {}
editor.logInfo("Terrain Material's file format has been updated. Please check the files in question.")
editor_terrainEditor.updateMaterialLibrary()
if im.SmallButton("Reload Terrain Materials") then
editor.logInfo("Reloading Terrain Materials")
reloadTerrainMaterials()
if im.Button("Apply Changes") then
editor.logInfo("Applying changes to Terrain Material Texture Set")
scenetree.terrainMatEditor_PersistMan:setDirty(obj, '')
@/lua/ge/extensions/editor/autoSave.lua
local newPath = autosaves[index].path .. "/"
editor.logInfo("Restoring autosaved scene tree...")
editor.copyDirectory(newPath, oldPath)
@/lua/ge/extensions/editor/dynamicDecals/export.lua
local function exportTextures(directoryPath, name, format)
editor.logInfo(logTag .. " : exportingTextures textures...")
-- TODO: Disabled for now. We always export in png format.
@/lua/ge/extensions/editor/dynamicDecals/layerStack.lua
layerMaskCopyData = deepcopy(layer.mask)
editor.logInfo(string.format("%s: %s", logTag, "Copied layer mask"))
im.CloseCurrentPopup()
api.setLayer(layerCopy, true)
editor.logInfo(string.format("%s: %s", logTag, layer.mask and "Replaced Layer Mask" or "Pasted Layer Mask"))
im.CloseCurrentPopup()
api.setLayer(layerCopy, true)
editor.logInfo(string.format("%s: %s", logTag, "Appended Layer Mask"))
im.CloseCurrentPopup()
@/lua/ge/extensions/editor/assetBrowser.lua
if skipFile then
editor.logInfo(logTag .. "Skipping file: " .. file.fullFileName)
else
local function selectDirectory(dir, toggleOpen, open, addToHistory, createNoAssetData)
-- editor.logInfo(logTag .. "Select directory: " .. dir.path)
local keepScroll = (dir == var.selectedDirectory)
local function onDragStarted()
-- editor.logInfo(logTag .. 'Drag started')
end
if (FS:directoryExists("/temp/assetBrowser/")) then
editor.logInfo(logTag .. "Removed thumbnail cache folder.")
editor.showNotification("Removed thumbnail cache folder.")
if var.options.skipMainFolder == true and name == 'main' then
if debug then editor.logInfo(logTag .. "Skipped main dir.") end
else
if var.options.skipMainFolder == true and name == 'main' then
if debug then editor.logInfo(logTag .. "Skipped main dir.") end
else
var.state = var.state_enum.loading_done
editor.logInfo(logTag .. "Asset files have been processed.")
@/lua/ge/extensions/editor/materialEditor.lua
if not be then return end
if dbg then editor.logInfo(logTag .. 'Update texture maps') end
local data = ffi.string(payload.Data)
-- editor.logInfo(logTag .. "Setting property '" .. property .. "' on layer '" .. tostring(layer or o.layer[0]) .. "' to .. '" .. data .. "'")
setPropertyWithUndo(property, layer or o.layer[0], data)
v.dirtyMaterials[currentMaterial:getField("name", 0)] = nil
editor.logInfo(logTag .. "Material '" .. currentMaterial:getName() .. "' has been saved.")
editor.showNotification("Material '" .. currentMaterial:getName() .. "' has been saved.")
scenetree.matLuaEd_PersistMan:saveDirty()
editor.logInfo(logTag .. 'All dirty materials have been saved.')
editor.showNotification("All dirty materials have been saved.")
if absPath ~= imgPath then
editor.logInfo(logTag .. string.format([[
Changed texture path from '%s' to '%s' for material '%s'!
if im.Combo2("##MaterialEditorLayer", o.layer, "Layer 0\0Layer 1\0Layer 2\0Layer 3\0\0") then
if dbg then editor.logInfo(logTag .. 'Layer has changed!') end
updateMaterialProperties()
if im.Combo1("##Materials", editor.getTempInt_NumberNumber(v.currentMaterialIndex), v.materialNamesPtr, (#v.materialNameList + 1), 20) then
if dbg then editor.logInfo(logTag .. "Material has changed!") end
v.currentMaterialIndex = editor.getTempInt_NumberNumber()
-- load all vehicle materials too
editor.logInfo("Loading all vehicles materials...")
loadDirRec("vehicles/")
--TODO: load all level materials too, assets folder too etc.
editor.logInfo("Gathering tags from materials...")
core_jobsystem.create(mapTagsJob, 1)
@/lua/ge/extensions/core/hardwareinfo.lua
local function logInfo(filename)
local hw = {