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removes FrameAllocatorMarker usage from GL side _fastTextureLoad #1596
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…gger[MaxTriggerKeys]; from GarageGames#1415
…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
…into development
…file into platform/input/ directory.
…acting objects and surfaces in a way similar to players.
…ck into the tool scripts for custom handling.
…ents have been defined/are useable.
…eted with the preprocessor check.
…Objects significantly easier.
…ate files if that's not set as a flag.
…n expanding an Entity's component stack in the scene tree.
…into development
… the Scripted objects tab in the creator panel in the editor.
…format consistency.
… module/asset parsing works as expected.
… would not have a name on their tree item.
…y return true, which can cause problems in some compilers.
…ol object swapping easier.
…wns it into MissionCleanup.
…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
add loop playback to GuiTheoraCtrl
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…
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Repeatedly caused issues with 4096^2 atlases