Should render fallback for namedTarget if namedTarget fails
Add safety around namedtarget getTexture to stop assert
Missing assets should revert to fallback image and print a warning to console
Remove REFACTOR tag from all macros.
Adds StringTableEntry when bitmap is set via setBitmapHandle.
Prevents existing bitmap handles from being dropped in onWake (they are preserved in onSleep).
demonstrates a bit of usage in guibitmapctrl. (do note, gui elements may need followup via altering thier clip rect depending on how folks want to end up using this)
Processed core, tools and default modules to utilize assets
Converted all console types that were string based, such as TypeImageFilename to utilize const char*/the string table, which avoids a lot of type swapping shenanigans and avoids string corruption
Removed unneeded MainEditor mockup module
Removed some unused/duplicate image assets from the tools
while not a major issue per-se, the sheer number of times the engine has to jump back in memory and backfill data in a given class can add up. First run of... many.,
A new method to GuiBitmapCtrl in order to set "named textures" as the image displayed in script.
Those "named textures" are created in two places from script (not c++) that I know: as part of GuiOffscreenCanvas (targetName field) and, more useful, as the target of a PostEffect using target = "#name" (the '#' is not used for this method).