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chore: consider specified obj containers when post processing
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@ -64,8 +64,9 @@ namespace zone_creator
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const auto* objLoader = IObjLoader::GetObjLoaderForGame(gameId);
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AssetCreatorCollection creatorCollection(*zone);
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ZoneDefinitionContext zoneDefinitionContext(*context.m_definition);
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objCompiler->ConfigureCreatorCollection(
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creatorCollection, *zone, *context.m_definition, *context.m_asset_search_path, lookup, context.m_out_dir, context.m_cache_dir);
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creatorCollection, *zone, zoneDefinitionContext, *context.m_asset_search_path, lookup, context.m_out_dir, context.m_cache_dir);
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objLoader->ConfigureCreatorCollection(creatorCollection, *zone, *context.m_asset_search_path, lookup);
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AssetCreationContext creationContext(zone.get(), &creatorCollection, &ignoredAssetLookup);
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@ -76,6 +77,8 @@ namespace zone_creator
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if (!createdAsset)
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return nullptr;
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++zoneDefinitionContext.m_asset_index_in_definition;
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}
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creatorCollection.FinalizeZone(creationContext);
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