Due to an oversight in the autoplace recursive search for static objects, static objects were getting added twice to the portal renderer, which meant they were being rendered twice, lowering performance.
This PR corrects this horrendous error.
Allows users to have the RoomManager as the roomlist.
Fixes a couple of bugs dealing with situations where users attempt to link Portals to Rooms outside the roomlist.
Adds a PortalEditorPlugin allowing you to flip individual portals.
In order to make level building easier, the system can now support STATIC and DYNAMIC objects in the roomlist that are not placed in rooms. The system will automatically place them in the appropriate room.
It turned out the new autolinking feature was linking portals AFTER the static meshes had been added to rooms in the PortalRenderer. This meant that large meshes weren't being sprawled across these portals. The fix involves doing the autolinking BEFORE adding the static meshes.
Fixes a bug in the warning for portals being in the wrong direction, they should have only been checkout for outgoing portals. This was resulting in erroneous warnings.
Also the room conversion logs are refined to be more compact and informative.
A warning icon is also added in the gizmo for portals where autolink fails.