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removes FrameAllocatorMarker usage from GL side _fastTextureLoad #1596

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merged 58 commits into from
Jun 8, 2016

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@Azaezel Azaezel commented May 7, 2016

Repeatedly caused issues with 4096^2 atlases

pacomont and others added 30 commits September 20, 2015 20:44
…e object and it's children have been added successfully.
… just about any object can function as a parent with children.
Repeatedly caused issues with 4096^2 atlases
…acting objects and surfaces in a way similar to players.
…ck into the tool scripts for custom handling.
…n expanding an Entity's component stack in the scene tree.
Areloch and others added 28 commits May 24, 2016 20:09
… the Scripted objects tab in the creator panel in the editor.
…y return true, which can cause problems in some compilers.
…with deletion/management of components and entities.

Also makes the ThirdPersonPlayer game object editor selectable again by removing an erroneously set field.
…ered as proper fields of their types, as opposed to the regular string-only dynamic fields.
…as correcting cmake not blacklisting the componentGroup files if TORQUE_EXPERIMENTAL_EC was flipped off.
…into FrameMallocMallet

Conflicts:
	Engine/source/gfx/gl/gfxGLTextureManager.cpp
…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.
Entity/Component implementation
Conflicts:
	Engine/source/gfx/gl/gfxGLTextureManager.cpp
Fix for "Crash on 'add a new mesh' Forest Editor action" GarageGames#1633
replaces GL_PIXEL_UNPACK_BUFFER_ARB with GL_PIXEL_UNPACK_BUFFER
alpha masking for buttons. original attribution @dottools
…rigger

Fix for Issue #1415Move::Move() is not properly initializing bool tri…
@Areloch Areloch merged commit b1b235a into GarageGames:development Jun 8, 2016
@Azaezel Azaezel deleted the FrameMallocMallet branch December 21, 2016 04:08
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7 participants