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
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
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.,
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.