7 Commits

Author SHA1 Message Date
ds5678
4e771ef41b Ensure scriptable objects with an empty name get exported
* Resolves #1795
* Resolves #831
* Closes #1069
2025-05-31 22:41:36 -07:00
ds5678
c171e7e946 Updates to help support an enhanced prefab outlining 2025-02-22 15:50:17 -08:00
ds5678
ea831ba383 Use new AssetRipper.SourceGenerated package version 2025-02-10 12:32:10 -08:00
ds5678
ce6f805e5d Update namespace imports and improve list initialization
Updated namespace imports from AssetRipper.Processing to AssetRipper.Processing.Prefabs in multiple files. Changed list initialization syntax in GameObjectHierarchyObject.cs and SceneHierarchyObject.cs. Removed generic type specification from Where method call in PrefabProcessor.cs.
2025-02-09 13:35:07 -08:00
ds5678
7ba1ea7417 Improve UI for injected asset types:
* PrefabHierarchyObject
* DeletedAssetsInformation
* SceneHierarchyObject
* ScriptableObjectGroup
2025-02-08 15:25:12 -08:00
ds5678
fd237bafd0 Improve UI for assets inheriting from GameObjectHierarchyObject 2024-05-04 09:55:30 -07:00
ds5678
45cf0a33d6 Create prefabs and scenes during processing
* Add PrefabHierarchyObject and SceneHierarchyObject
* Scene ordering remains the same, but prefabs get sorted by asset type
* This might solve an issue with pptr's inside a prefab. Previously, AssetsExportCollection.File was not changing while enumerating ExportableAssets.
* SceneExportCollection uses random export id's for artificially generated assets. Previously, there were no generated assets in scenes.
2024-02-19 02:24:22 -05:00