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chore: add logic for computing precompiled index on material pass
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@@ -3,6 +3,7 @@
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#include "Asset/IZoneAssetCreationState.h"
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#include "AssetRegistration.h"
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#include "Game/IAsset.h"
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#include "Pool/AssetPool.h"
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#include "Pool/XAssetInfo.h"
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#include "Zone/AssetList/AssetList.h"
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#include "Zone/ZoneTypes.h"
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@@ -89,6 +90,11 @@ public:
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XAssetInfoGeneric* ForceLoadDependencyGeneric(asset_type_t assetType, const std::string& assetName);
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template<SubAssetDefinition SubAsset_t> [[nodiscard]] AssetPoolIterators<SubAsset_t> PoolSubAssets() const
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{
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return AssetPoolIterators<SubAsset_t>(*m_sub_asset_pools[SubAsset_t::EnumEntry]);
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}
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private:
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[[nodiscard]] XAssetInfoGeneric* LoadDefaultAssetDependency(asset_type_t assetType, const std::string& assetName);
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