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@@ -2,12 +2,14 @@
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See GDrive/Resources doc for resources refactor
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+There seems to be some kind of memory corruption that happens when cloning game objects. During one clone the field entries provided to
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+ManagedSerializeArray::deserializeManagedInstance were reported as ManagedSerializedArray instead of ManagerSerializedFieldData types.
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+It's inconsistent to reproduce but started happening after I have modified managed object serialization to be on-demand. It's possibly
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+related to lambdas not capturing types as I expect them to.
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+
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TODO - Material waits to Shader to be loaded but doesn't wait for shader GpuPrograms.
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- What's the best way to ensure initialization is done when all these are loaded?
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-Make RenderTexture accept a HTexture
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- - Fix up RenderTextureCore so it doesn't hold a resource handle and instead holds TextureCore ptr (same goes for MultiRenderTexture)
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-
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When resource loading starts synchonously read all dependencies (and recurse over their dependencies too)
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- Create a ResourceLoadGroup that contains all the non-loaded resources
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- Cue async loads for all resources
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