Castle Game Engine: Optimizing memory usage, part 1: efficient step animation, using component system in X3D nodes (no interfaces), less memory used by sprite sheets

Nudged by the report of high memory usage I want to seriously optimize memory usage of CGE. Right now X3D nodes cost too much in memory — which limits some use-cases (when spawning a lot of TCastleScenes would be the most natural solution), and it affects both loading and runtime performance (as loading is slower …

Castle Game Engine: Editor gizmos improvements: XY movement comfortable for 2D games and 2 important fixes

We improved behavior of gizmos (for translating, rotating, scaling TCastleTransform in the editor): The translation mode is more comfortable for 2D games. When you have typical 2D projection (orthographic, and camera looks along -Z axis) then clicking on a special box in the middle of the gizmo, or clicking on the Z arrow (previously a …