Torque3D/Engine/source/T3D/assets
Azaezel fbfd3ed8ed clang: constructor initialization order
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.,
2016-10-14 18:16:55 -05:00
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ComponentAsset.cpp clang: constructor initialization order 2016-10-14 18:16:55 -05:00
ComponentAsset.h Fixes an issue where script-based components listed in the scene tree would not have a name on their tree item. 2016-05-29 11:54:50 -05:00
ExampleAsset.cpp clang: constructor initialization order 2016-10-14 18:16:55 -05:00
ExampleAsset.h Initial Implementation of the Taml, Asset and Modules systems. 2015-10-13 15:19:36 -05:00
GameObjectAsset.cpp clang: constructor initialization order 2016-10-14 18:16:55 -05:00
GameObjectAsset.h Adds a GameObject asset type, to make tracking and management of GameObjects significantly easier. 2016-05-15 10:12:24 -05:00
ShapeAsset.cpp clang: constructor initialization order 2016-10-14 18:16:55 -05:00
ShapeAsset.h 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. 2016-06-06 21:20:00 -05:00