- Updates the various classes using materials to comply to the change.
- Also standardizes some getter names to follow the general convention image and shape used to keep things more consistent across the board to minimize usage friction.
- Shifts handling of fallback asset lookups for the thus-far converted classes to have them be loaded during core initialization rather than being loaded as part of other asset loading as that sometimes lead to nesting execution/stability errors. Explicit call now ensures the fallbacks are loaded before any other asset tries to load, so there's no room for confounding or having no fallback to work with.
- Re-adds the filecopy check so if dragging-and-dropping an external shape file for importing(Secure VFS flag allowing) it properly copies the source file to the destination directory on import
allow named actions with multiple nodes (similar to ambient including everything except each authored action should only have 1 track (channel) for each node already)
make sure we don't end up clearing the vector we're itterating by recursively chaining writes, and that we actually have a mCompiledNodes to itterate for compileCustomState
the last refactor broke spawning sfxemitters with blank entries. this will fix that, though we'll need to circle back and correct other issues, like looping override
there were a couple code routes that could lead to mShapeInstance holding on to the old ram loc. used SAFE_DELETE preemptively to ensure that never happens.
Removed intel runner from mac, it never run
Removed arm from windows as it will always fail as git ci runners are not arm
removed gcc12 kept gcc13
Added convenience function for checking if a package is active
reading an int in scanf into a bool causes issues, could be the compile options being more strict about inlining and the precompiled headers
Also precompiled header for sceneObject since build insights saw it as the most expensive header.
this is just the cmakelists changes from the compile pr, this includes a precompiled header with some defaults in there, could test adding more as required.
The automatic global static was hitting a destructor on xcode, this seemed like it was being pedantic about name at first but then between runs the same issue would come back. With this change it is wrapped in a function to get the vector instead.
Shader gen now produces a shaderdata class - this should reduce full recompilation of shaders when a macro switch happens.
FileStream can now also be setup to be async write, so it will write out the file on a separate thread hopefully freeing up the main thread to continue working.
Moved the addSourceDirectory for physics/Bullet into the Engine/Source/CMakeLists.txt file that way it can actually appear where we expect it to in the solution explorer.