stops bugs like spaces in filenames and the like from occuring due to pointing right at the diffuse flat file name, as well as corruption from using a different diffuse in the material later
(cherry picked from commit c1227dbdd0dd61c25970eeaac128c6cbe5d25947)
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
Fixes the terrain asset creation, makes the loading logic go through the asset auto-import behavior when a filename or assetid is bound that is not found.
Corrects terrain material binding to properly save and load
Makes the terrain asset inspector fields work as expected.
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.,
Pass a final boolean argument to TerrainBlock::import to control
y-axis flipping. It is enabled by default, since this was the previous
default behavior.
This should be added as an option in the terrain import dialog - see
game/tools/worldEditor/gui/guiTerrainImportGui.gui