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Entity/Component implementation #1615

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merged 42 commits into from Jun 7, 2016
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Areloch
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@Areloch Areloch commented May 18, 2016

Adds a (experimental-flagged) Entity/Component system to Torque 3D.

Can be activated via the advanced property TORQUE_EXPERIMENTAL_EC in cmake.

Note: Currently requires one of the Physics APIs(Bullet or PhysX) to be active as well to use any of the physics/collisions components.

…e object and it's children have been added successfully.
… just about any object can function as a parent with children.
…acting objects and surfaces in a way similar to players.
…ck into the tool scripts for custom handling.
Areloch added 13 commits May 26, 2016 01:39
…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.
…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.
@Areloch Areloch merged commit bacf0cd into GarageGames:development Jun 7, 2016
@crabmusket
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@Areloch
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Areloch commented Jul 3, 2016

Nah, you're correct. Timmy recently pointed that out to me and it had totally snuck past. My apologies and I'm working on the fix for it. Thanks for the additional spotter on that though!

@Areloch Areloch deleted the ECPR branch July 10, 2017 07:11
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3 participants