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Updated BSP linker to load assets on the FinalizeZone step.
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@@ -9,17 +9,14 @@ namespace BSP
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{
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}
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AssetCreationResult SkinnedVertsLinker::linkSkinnedVerts(BSPData* bsp)
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SkinnedVertsDef* SkinnedVertsLinker::linkSkinnedVerts(BSPData* bsp)
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{
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std::string assetName = "skinnedverts";
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// I'm pretty sure maxSkinnedVerts relates to the max amount of xmodel skinned verts a map will have
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// Pretty sure maxSkinnedVerts relates to the max amount of xmodel skinned verts a map will have
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// But setting it to the world vertex count seems to work
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SkinnedVertsDef* skinnedVerts = m_memory.Alloc<SkinnedVertsDef>();
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skinnedVerts->name = m_memory.Dup(assetName.c_str());
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skinnedVerts->name = m_memory.Dup("skinnedverts");
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skinnedVerts->maxSkinnedVerts = static_cast<unsigned int>(bsp->gfxWorld.vertices.size());
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auto skinnedVertsAsset = m_context.AddAsset<AssetSkinnedVerts>(assetName, skinnedVerts);
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return AssetCreationResult::Success(skinnedVertsAsset);
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return skinnedVerts;
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}
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} // namespace BSP
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