Many places utilize post-incrementation with iterators, but it's better performance to use pre-incrementation.
Resolved by changing the iter++ instances to ++iter;
Many instances of a function or expression being used repeatedly, which can lower performance.
Fixed it in these cases by creating on local var, reference or pointer that's used instead.
OR spits out quite a few pointless mips for non square textures, which can lead to it triggering that AssertFatal(mNumMipLevels <= c_maxMipLevels, "GBitmap::allocateBitmap: too many miplevels"); entry
Removing the "using namespace Torque" from header file to prevent issues
with certain engine addons conflicting with ::UUID defined by windows
and Torque::UUID defined by T3D.
- Be sure to delete all prefs.cs files following this change.
- Changes the console types of the missing, unavailable and warning
texture paths. The old type was causing string corruption when saving
preferences.
- Changes the console type of the TSShapeConstructor collision shapes.
The old type was causing string corruption when saving preferences.
- Changed missing texture reference in ProcessedMaterial from String to
const char*.
- displaySplashWindow() now takes an optional path to a bitmap file.
- Missing, unavailable and warning texture paths now come from
GFXTextureManager static methods.