Areloch
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0ec9438429
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The default configuration is for the asset database to automatically unload an asset when it's no longer referenced. This causes problems when we would delete objects and then go to make more instances that reference the same asset while the same mission is going.
So autounload is disabled to prevent excessive unloading of assets before the level is concluded.
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2016-06-06 21:20:00 -05:00 |
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Areloch
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18184747e3
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Fixes an issue where script-based components listed in the scene tree would not have a name on their tree item.
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2016-05-29 11:54:50 -05:00 |
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Areloch
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7bf49f0670
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Adds a GameObject asset type, to make tracking and management of GameObjects significantly easier.
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2016-05-15 10:12:24 -05:00 |
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Areloch
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6ccf97e35d
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Adds ComponentAsset so the editor scripts can be aware of what components have been defined/are useable.
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2016-05-14 14:17:33 -05:00 |
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Areloch
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b4bc405dce
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Updates the include guard in ShapeAsset
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2016-05-14 14:16:43 -05:00 |
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Areloch
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1299b527f1
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Adds the ability to the ShapeAsset to get the resource of the shape.
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2016-05-13 23:14:55 -05:00 |
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Cameron Porter
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4c17d4bb49
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Fix case sensitivity and Platform::fileDelete
for linux and OSX. Correct a couple of warnings and errors preventing builds on linux.
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2016-01-09 00:37:45 -06:00 |
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Areloch
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7a3b40a86d
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Initial Implementation of the Taml, Asset and Modules systems.
Only has example and shape assets currently.
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2015-10-13 15:19:36 -05:00 |
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