- Buffer now has function to get data from mapped pointer if it exists
- Batches now also pass a buffer of EIDs to the GPU
- Global vertex attributes now have 1 extra instanced attribute for storing EntityIDs
- Render graph resources now have a usage flags on top of the usage flags calculated in the graph AddResource function. This is to tell vulkan that we want some resources to be copyable for example (EID render target copy to buffer).
- Mouse pick system stores eid picked
Pipelines created from pipeline library now checks if the resources pointed to by a subpass requires blending and adds a blend state accordingly.
Fragment shader writes to this new render target for testing (works)
Descriptor set layouts now have set index stored in them
It should be noted that when passed into a pipeline layout as global descriptor sets, these don't matter since the pipeline layout will use these in the order that they are passed in.