for vertices, make a vec of options and store a handle to each mesh (maybe a max of 128 or something)
so when changing the number of vertices, we check if we have a mesh by that number. if not, we add to the asset server and store that handle, then use that
this is probably gonna fix #124 as we won't have 32k meshes, rather (a worst case of) 128 - 3 + 2 + (# of arrows.. i'll be back for you.. #128 )
review every single edit (when you have a clear mind!) eh i skimmed it
scale fucks the transform of the connections done
how do we scale without scaling? or unpropagate the scale? or.. maybe this will force us into #115 ?
can't rely on radius cause updating the radius without scaling was initially the workaround for not scaling... lol great sentence.. but yeah that's why you relied on regenerating meshes in the first place...
notes:
a bit verbose in spawn and post_load, any chance of improving that? [a bit better after the post rewrite]
looping existing colors and only create a new material if it doesn't exist in the materials? [#130]
so when changing the number of vertices, we check if we have a mesh by that number. if not, we add to the asset server and store that handle, then use that
this is probably gonna fix #124 as we won't have 32k meshes, rather (a worst case of) 128 - 3 + 2 + (# of arrows.. i'll be back for you.. #128 )