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Cleans up ShapeAsset of some unnecessary/redundant elements like extra material and animations tracking
Removed the old SHAPE_ASSET macros Implements AssetRef struct that acts as a universal wrapper for an templated AssetPtr and AssetId pair Adds Type handling for AssetRef for ShapeAsset to unify handling in classes that utilize a shapeAsset, so assigning an assetPtr or an assetId will keep a record of the assignment in the event the assetPtr is invalid. Update all classes that utilized the old SHAPE_ASSET macros to utilize the AssetRef struct and updated the class code to utilize it to provide much more clean and concise code that isn't blocked behind macro definitions Added a new example class: shapeDatablockExample which allows render of a simple shape object utilizing a simple example datablock.
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52 changed files with 1860 additions and 1086 deletions
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@ -850,9 +850,6 @@ ConsoleSetType(TypeParticleList)
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const char* values = argv[0];
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numUnits = StringUnit::getUnitCount(values, " ");
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if (numUnits > 1)
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bool dafgdf = true;
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for (U32 i = 0; i < numUnits; i++)
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{
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const char* value = StringUnit::getUnit(values, i, " ");
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@ -877,7 +874,6 @@ ConsoleSetType(TypeParticleList)
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Con::printf("TypeParticleList vec results: %s", testVec[x]);
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}
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}
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bool test = false;
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}
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#ifdef TORQUE_TOOLS
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