add reloading state to asset tracking,
convert most asset.isnull() checks on over to skipping out unless the errcode is ::Ok, or ::UsingFallback
add more errstriongcodes to hook up
skip load<type> execution if the asset loaded state is ::Ok
dragforce for rigidshapes and children defaulted to a value it's own debuggers won't complain about out of the gate
removed duplicate invalidation for flying vehicle sounds causing network instability
removed redundant hovervehicle vars
downshift the exposure of the entry to rigidshape so it and vehicles all have the button.
fix moving them after they've become atrest failing to apply gravity untill collided with or applyimpulse is called on them
de-duplicate vehicle networking in reguards to rigid body instance variable transmission
typehints operate as an additional label for a given class in the inspector, allowing one to specify what class-entry to use as a tag
examples: Prefab displays prefab filename
TSStatic displays the used shape asset name
SFXEmitter displays the played sound asset
GameBase derivatives display the datablock used
Added sanity check to reflectionProbe preview shape so if the material didn't load right, it doesn't crash
Added logic to better control if module groups as a whole should fail if a module dependency in that group fails, defaulted to off
Added sanity check if a shape's material failed to load so it doesn't crash when checking accumulation rules
Added search bar to SimView control for easier use
-Adds reversed depth projection model, dramatically increasing depth buffer effective resolution.
-Adds 32F depth 8U stencil format GFXFormatD32FS8X24 (following DX naming conventions). Note this is a 64-bit format, and likely not suitable for mobile platforms. Revert to GFXFormatD24S8 in renderManager.tscript for mobile & "ancient" platforms.
-Corrects alignment of texture type details array.
fill out a %this var for sawnobjects prior to running the spawnscript command to give it acess to the spawner instance in addition to the spawned instance
clustering work for datablocks for both consistent scanning for object parameters, as well as an eye towards orgainizing things to make reviewing what variations of components we'll be needing down the line clearer
utilize specialty case soundarray macros.
slim duplicate entries in vehicle already hand;ed by rigidshape.
create a gamebasedata::onnewdatablock which calls onremove and onadd for the db for those classes like wheeledvehicle that expect mounting logic to occur
a) add more profiling for analysis
b)don't bother trying to update collision if we're set to imobility or not moving fast eough for even the contact velocity tolerance threshold to trip
c) updateforces and updateWheelParticles already trigger extendWheels(); . no need to do it a third time