Static Meshes have an associated settings file for things like hit points and break sounds. This wasn't being loaded via PhysFS but now it is. So that means glass is again breakable.

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Static Meshes have an associated settings file for things like hit points and break sounds. This wasn't being loaded via PhysFS but now it is. So that means glass is again breakable.

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Yeah baby! Models are loading from PhysFS too. Took some serious refactoring but there's no longer a hard limit on how many models can be loaded, though textures and animations are currently still bound.
I ended up doing a whole slew of other fixes and housekeeping along the way, but it's all done now: PhysFS integration is completed.
PhysFS will take a few days to fully implement, but along the way I'm adding a way to control load order so people can add their own maps and asset replacers.
Expanding the folder list has ended up needing many more changes so I've resolved to use PhysFS instead as I kinda wanted its directory abstraction anyway and don't want to do it myself. Cleaned up some file permissions along the way.

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Planned it out yesterday, implemented it today. PhysFS will now load data archives based on the load order file: instant modding support. The next part will require me to manually fix all paths in my code and assets so they don't have "data/" at the start anymore.
How threading and locking can drastically affect the performance of your C++ program. Case in point: PhysFS.
Went on a roll today doing a slew of refactoring I’d been putting off for ages. Right at the end I put PhysFS to use in the editor to detect skyboxes, music tracks, and ambient loops. Also got the texture browser to work with subfolders.