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Asset management reimplementation #11
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Mirsario
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Feb 14, 2023
* Removed all resources code, lul. * Made Asset generic and sealed. * Sketched most of the design. * Fixed many things about FileSystemAssetSource. * AssemblyResourcesAssetSource class * Added BuiltInAssets asset source. * Renames * Immediate loading sketch. * Autoloading asset readers, + documentation + fixes. * Allowed readers to use asterisks to accept all extensions. * Fixed 2 typos. * Renamed Resources to Assets * Asset.FromValue -> Assets.CreateUntracked * Asset & Assets Documentation, renames. * Fixed the rendering pipeline not requesting assets correctly. * Assets.Exists, + documentation templates. * Assets.TryGet + relative path overloads, internalized AssetLookup registration. * Oops, fixes for the previous commit. * Support for HJSON in materials and shaders. * Asynchronous asset loading! * Updated AudioSource to use asset references correctly. * Many threading fixes, switched to ImageSharp in favor of DevIL. * Fixed AudioSource clips not getting requested. * Fixed random texture corruption. * Unhardcoded reader registration with another kind of hardcode.
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This branch completely rewrites everything related to handling of assets.
Noteworthy changes:
Resources
class renamed toAssets
.Asset
is now a sealed generic class that acts as a handle for specific assets, allowing on-demand asynchronous loading and unloading.BuiltInAssets
directory is no longer hardcoded.TODOs: