Toward the unification of robot & object struct definitions & various models-related handling, this PR:
Replaces Robot with Entity for entity-generic struct names (except for certain robots-specific-worth ones like links/joints)
Is a bit invasive refactoring, but worth it for the sake of avoiding confusion over whether or not the model treatment is applied collectively for robots & objects, also reducing lots of api duplication among robot, object, & entity world accordingly.
Most critically, only load entity resource on request, instead of loading all of them initially
Specific notable changes include:
URRGameSingleton::InitializeResources()bInRequestResourceLoading dft False, only collating metadata, except for UE_DATA_TABLE
FRRRobotModelInfo -> FRREntityModelInfo, RRRobotStructs.h -> RREntityStructs.h & various robot->entity prefixed-types
Toward the unification of robot & object struct definitions & various models-related handling, this PR:
Robot
withEntity
for entity-generic struct names (except for certain robots-specific-worth ones like links/joints)Specific notable changes include:
URRGameSingleton::InitializeResources()
bInRequestResourceLoading
dft False, only collating metadata, except for UE_DATA_TABLEFRRRobotModelInfo -> FRREntityModelInfo
,RRRobotStructs.h -> RREntityStructs.h
& various robot->entity prefixed-types