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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

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@@ -1,4 +1,4 @@
#include "Game/T6/GameAssetPoolT6.h"
#include "Game/T6/T6.h"
#include "OatTestPaths.h"
#include "Utils/Logging/Log.h"
#include "Utils/StringUtils.h"
@@ -47,8 +47,8 @@ namespace
auto rebuiltZone = std::move(*maybeRebuiltZone);
const auto& pools = *zone->m_pools;
const auto& rebuiltPools = *rebuiltZone->m_pools;
const auto& pools = zone->m_pools;
const auto& rebuiltPools = rebuiltZone->m_pools;
const auto totalAssetCount = pools.GetTotalAssetCount();
REQUIRE(totalAssetCount == rebuiltPools.GetTotalAssetCount());