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https://github.com/TorqueGameEngines/Torque3D.git
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* BugFix: Clear a lot of warnings and correct a few actual programming errors along the way.
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61 changed files with 120 additions and 118 deletions
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@ -19,7 +19,6 @@
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#pragma once
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#ifndef MATERIALASSET_H
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#include "MaterialAsset.h"
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@ -171,10 +170,16 @@ void MaterialAsset::initializeAsset()
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if (Torque::FS::IsScriptFile(mScriptPath))
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{
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if (!Sim::findObject(mMatDefinitionName))
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if (Con::executeFile(mScriptPath, false, false))
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mLoadedState = ScriptLoaded;
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else
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mLoadedState = Failed;
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{
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if (Con::executeFile(mScriptPath, false, false))
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{
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mLoadedState = ScriptLoaded;
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}
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else
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{
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mLoadedState = Failed;
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}
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}
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}
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loadMaterial();
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@ -1409,7 +1409,7 @@ void AssetImporter::processImportAssets(AssetImportObject* assetItem)
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Con::executef(this, processCommand.c_str(), item);
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}
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item->importStatus == AssetImportObject::Processed;
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item->importStatus = AssetImportObject::Processed;
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//try recusing on the children(if any)
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processImportAssets(item);
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@ -931,15 +931,6 @@ public:
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return imagePath;
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}
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static inline const char* makeFullPath(const String& path)
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{
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char qualifiedFilePath[2048];
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Platform::makeFullPathName(path.c_str(), qualifiedFilePath, sizeof(qualifiedFilePath));
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return qualifiedFilePath;
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}
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//
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void setTargetModuleId(const String& moduleId) { targetModuleId = moduleId; }
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const String& getTargetModuleId() { return targetModuleId; }
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