Rewrite asset detection + add many more assets to our detection.
This adds all missing assets from toolkit (thanks Aidan!)
We also now store the serialization method (binary, compressed texture, text, etc), and the "Asset Safety Level" differently.
Asset Safety Level has been replaced with a new AssetFlags flags enum, which stores whether a specific asset is "Dangerous", "Media", and/or "Modded".
This allows us to much more gradually block assets, e.g. block only Media assets, but allow other types of Modded assets, which was not possible before.
Opening as draft as i have yet to have the time to fully test this ingame, but tests pass locally
May fix #438 aswell, but that needs to be tested
Conflicting with master.
Also, are there any unit tests that should be added to help with this/asset detection in general? We have a few asset tests already but I'm wondering if we can do more.
are there any unit tests that should be added to help with this/asset detection in general? We have a few asset tests already but I'm wondering if we can do more.
ideally we have a set of test assets stored in tree which test our dependency tree reading, asset type, serialization method, etc
No tests yet, but i resolved all the previous review comments
still needs asset tests, but rebased to latest master and ready for more review
Looks fine but I probably won't review again until we have good tests for this.
This is bitrotting to hell and back so I'm just going to re-review, test it manually by re-importing all the assets locally and merge as-is if successful.
Migration seems to be okay