Minor QuadBatch optimizations for faster 'simple state' rendering.
Added ability to skip vertex data initialization in the Quad() constructor, and then set it via a support function called setVertexData().
NOTE: Had to force-set all super() calls to the Quad() as there seems to be a bug in LoomSDK with super() default params coming through as 'null'!!!
Set the QBs native texture when adding a new Quad
Added a few questions for Ben to review, and fixed issue with static IDENTITY Matrix where the default constructor params were not being used; needed to manual specify them
added first draft of Submersible Trouble example game
positioned sounds
environment states (return, win, etc.)
mine beeping
more sounds
assets source cleanup + light switch sound fix
Some comment tweaks & fixed possible uninitialized mTinted for Quads in new setVertexData() function
Fixed some Nits before landing
Fixed some Nits before landing
Merge branch 'LFL-Quad-And-Rendering-Additions' of github.com:24BitGames/LoomSDK into LFL-Quad-And-Rendering-Additions
Merge commit '00efde54b4c53369aae8461146d88581b5ade1b4' into LFL-Quad-And-Rendering-Additions
added asset licensing info and code comments (+ some cleanup)
Added some asserts to QuadBatch addQuad() to warn users of unsupported functionality.
Added ability to update an existing Quad in the QuadBatch with new data.
Added ability to update an existing Quad in the QuadBatch with new data.
QuadBatch updateQuad silly bug fixes
Merge commit '1afa4f76b705c38dd41bc61eec9f7582cded5701' into LFL-Quad-And-Rendering-Additions
Removed unused code/vars from QuadBatch LS class
fixed mine sound disposal and entity duplicated Point allocation