feat: add shader hot reload support - #30
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- ShaderProgram now stores ShaderProgramProps for reload capability - Add ShaderProgram::Reload() to recompile shaders in-place - Implement AssetManager::ReloadShader(name) and ReloadShaders() - Add ENGINE_WARN and ENGINE_ERROR logging macros
Resolves conflicts by accepting main's new Engine/ directory structure. Hot reload implementation will be re-applied to new structure.
- Migrated hot reload from old AtmosphericEngine/ to new Engine/ dir - ShaderProgram stores props and implements Reload() method - AssetManager::ReloadShader(name) and ReloadShaders() implemented - Added ENGINE_WARN/ENGINE_ERROR macros to console.hpp - Removed deprecated AtmosphericEngine/ directory
- ReloadTexture(path): reload single texture in-place - ReloadTextures(): reload all file-based textures - ReloadAll(): reload both shaders and textures - Preserves GLuint IDs so existing references remain valid - Skips KTX2 and unnamed textures during batch reload
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- RmlUiManager::ReloadDocument(path): reload single document - RmlUiManager::ReloadAllDocuments(): reload all tracked documents - Track loaded documents for hot reload support - Preserve visibility state across reloads - ReloadAll() now includes RmlUI documents when AE_USE_RMLUI enabled
- ShaderProgram is now abstract base class with GLShaderProgram impl - Moved Reload() and GetProps() to virtual interface - Updated to use new ShaderType enum (Vertex, Fragment, etc.) - Added iOS platform preprocessor checks
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…stem - Accept main's MeshHandle return types for all Mesh create/get methods - Keep our ReloadTexture/ReloadTextures hot reload methods - Keep ReloadAll() alongside new RemoveMaterial/RemoveTexture cleanup API - Both hot reload and per-scene asset unloading sections coexist
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