Changelog:
- Refactor the EC header files to put struct in more sensible locations:
- Sprite and Particle Emitter + Configs are now assets, as they
should be
- Components type are now unsigned int, thus it is not sensitive to
any component enums
- Components enums are now pure index store. There are two sets of
components: Basic for engine use, Extended for game-specific ones
- Component memory pools are now defined on outside of engine. Majority
of the components will be game-specific, so it should be on the game
to define the components and the mempools for all of them.
Internal Changelog:
- Split assets from engine so that rres_packer do not need to implement
mempools
- The idea is that mempool is incomplete and requires implementation of
the mempool in scenes.
- Components are usually game-specific, so this is the first step to
decouple it from the engine.