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refactor: introduce subasset loading

This commit is contained in:
Jan Laupetin
2026-02-05 16:25:00 +00:00
parent 1be411b371
commit aa47ffa629
255 changed files with 1668 additions and 3132 deletions

View File

@@ -1,7 +1,6 @@
#include "MaterialConstantZoneStateT5.h"
#include "Game/T5/CommonT5.h"
#include "Game/T5/GameAssetPoolT5.h"
#include "Game/T5/GameT5.h"
#include "ObjWriting.h"
#include "Zone/ZoneRegistry.h"
@@ -479,11 +478,7 @@ namespace T5
{
for (const auto* zone : ZoneRegistry::GetRegistryForGame(GameId::T5)->Zones())
{
const auto* assetPools = dynamic_cast<const GameAssetPoolT5*>(zone->m_pools.get());
if (!assetPools)
return;
for (const auto* techniqueSetInfo : *assetPools->m_technique_set)
for (const auto* techniqueSetInfo : zone->m_pools.PoolAssets<AssetTechniqueSet>())
{
const auto* techniqueSet = techniqueSetInfo->Asset();