Merge branch 'Development'
Merge branch 'Development'
Remove MiniLD33Game & TemplateGame. Moving projects outside of the engine repo to make future work easier.
Moved all old fileChunk setup code into create, and forced all CsResources to have to mark themselves for creation, then to be ready.
Some additions to ScnEntity, and enabled viewport node.
Render target was not clearing properly. Enabled stencil, depth, and colour writing on binding of a render target, clearing, and then setting back the original parameters. Realistically it should be an option in the view of what to clear on binding. This can be done later. Adding an issue for it.
Started adding ref count to packages for improved resource management.
Clean shutdown and clean up. Need to change RsCoreImplGL to invoke create/update/destroy on the game thread still, but there is an issue for it on Github.
Also need to run a memory analyser on the engine, clean up the last few leaks that are likely to be floating around.
Weak referencing syntax implemented. First pass.
- "#(Type:Package.Resource)" will mark a package dependency as weak, and will need loaded before getting, unless the package is loaded. This puts management load more on the user, but will be handled cleanly by the entity system later on (it will do the load and handle waiting to spawn).
- Need to merge the regexes into 1, a bit shit at the moment but I can improve it once I'm off the flight. Focus is on making it work now, improve later.
Added a package callback mechanism so that when they are requested, a callback can be added to save manually polling.
Hooked up BcMemoryAllocator and trimmed it a bit. Not in use...yet.
Setup async entity spawning. This means it's almost no work to spawn entities now. It handles loading, so you just simply tell it to spawn, and it goes off and loads *everything* you need. Woo!
Merge remote-tracking branch 'origin/Dev_WeakReferencing'
Fixed MD5Mesh importing, and model rendering.
Mesh skinning support.
Shell of the animation system.
Hooked up reflection to animation classes for typing information.
Animation component now exposes ability to find nodes by type.
Animation - Added a basic blend node.
Basic blend tree construction from JSON component scripts.
Factored out model importing into it's own class before working on bone palettes properly.
Using bone palettes to break up models with more than 24 bones.