Areloch 0ec9438429 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. %!s(int64=9) %!d(string=hai) anos
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ComponentAsset.cpp 6ccf97e35d Adds ComponentAsset so the editor scripts can be aware of what components have been defined/are useable. %!s(int64=9) %!d(string=hai) anos
ComponentAsset.h 18184747e3 Fixes an issue where script-based components listed in the scene tree would not have a name on their tree item. %!s(int64=9) %!d(string=hai) anos
ExampleAsset.cpp 7a3b40a86d Initial Implementation of the Taml, Asset and Modules systems. %!s(int64=10) %!d(string=hai) anos
ExampleAsset.h 7a3b40a86d Initial Implementation of the Taml, Asset and Modules systems. %!s(int64=10) %!d(string=hai) anos
GameObjectAsset.cpp 7bf49f0670 Adds a GameObject asset type, to make tracking and management of GameObjects significantly easier. %!s(int64=9) %!d(string=hai) anos
GameObjectAsset.h 7bf49f0670 Adds a GameObject asset type, to make tracking and management of GameObjects significantly easier. %!s(int64=9) %!d(string=hai) anos
ShapeAsset.cpp 0ec9438429 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. %!s(int64=9) %!d(string=hai) anos
ShapeAsset.h 0ec9438429 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. %!s(int64=9) %!d(string=hai) anos