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Moved coordinate conversion to BSP creator instead of the BSP linker, and added a console print of the maximum number of objects in a collision leaf.
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@@ -91,9 +91,11 @@ namespace
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uint32_t index = tempIndices[idxOfIndex];
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ufbx_vec3 transformedPos = ufbx_transform_position(&meshMatrix, ufbx_get_vertex_vec3(&mesh->vertex_position, index));
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vertex.pos.x = static_cast<float>(transformedPos.x);
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vertex.pos.y = static_cast<float>(transformedPos.y);
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vertex.pos.z = static_cast<float>(transformedPos.z);
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vec3_t blenderCoords;
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blenderCoords.x = static_cast<float>(transformedPos.x);
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blenderCoords.y = static_cast<float>(transformedPos.y);
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blenderCoords.z = static_cast<float>(transformedPos.z);
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vertex.pos = BSPUtil::convertToBO2Coords(blenderCoords);
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if (surface.material.materialType == MATERIAL_TYPE_TEXTURE || surface.material.materialType == MATERIAL_TYPE_EMPTY)
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{
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