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Torque2D Roll in #784

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Nowhere near ready for release or commit:

TODO:
Update spriteObject to be a base object for all t2d objects.
ImageFrameProvider class for providing the frames for sprite assets and animation assets.
Add box2d physics.
improve the editor (atm there is no zooming in a t2d scene, editor needs to be set to topview so weird movement doesn't happen etc.)
physics editor.
joints editor.
add player class.
add support for animations (kinda already there).
add imageFrameProvider (a single class to reference for a frames texel info).
add scroller and parralax object.
add behaviors.

-Added: Box2D
-Added: Base t2d assets
-Setup: Initial render logic for deciding if a scene is 2d or not
-Setup: Renderstyle for torque2d
-Changed: Torque2D rendering now driven from scene rather than renderStyle

This allows the level to control what the sceneManager renders everything as an then the TSctrls reflect that choice.
-Added: Sprite object (just renders a quad for now)
-Added: Torque2D Object Type
:Sprite test
...... yeah it was easier than i thought.
-Added: T2D Specific render bin
-Added: SpriteShader with lighting and normal
-Added: Normal maps to the sprite asset
TODO: fix light attenuation
-ADDED: 2D per pixel lighting for shader objects.
-ADDED: 2d Normal mapping.
-ADDED: Ambient lighting to sprite objects.
Cleanup of unused shader params.

Final commit before this becomes base for all t2d objects.
Fix: Box2D Couldn't find box2d config
Fix: SDL Could not compile bug
@@ -733,7 +733,6 @@ macro(CheckCOCOA)
endif()
if(HAVE_COCOA)
file(GLOB COCOA_SOURCES ${SDL2_SOURCE_DIR}/src/video/cocoa/*.m)
set_source_files_properties(${COCOA_SOURCES} PROPERTIES LANGUAGE C)
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this is the fix found by Az to get sdl to compile on macos

@@ -249,7 +249,8 @@ class GFXDevice
{
RS_Standard = 0,
RS_StereoSideBySide = (1<<0), // Render into current Render Target side-by-side
RS_StereoSeparate = (1<<1) // Render in two separate passes (then combined by vr compositor)
RS_StereoSeparate = (1<<1), // Render in two separate passes (then combined by vr compositor)
RS_Torque2D = (1<<2) // Render in layers for torque2d.
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this change is no longer needed, may become useful though later on.

@Azaezel Azaezel added the 4.1 label Jul 30, 2022
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