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ok, turns out the asset browser needs to have the world editor spooled up to slot in place
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@ -26,7 +26,7 @@
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$Tools::resourcePath = "tools/";
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// These must be loaded first, in this order, before anything else is loaded
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$Tools::loadFirst = "editorClasses base assetBrowser worldEditor";
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$Tools::loadFirst = "editorClasses base worldEditor assetBrowser";
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//---------------------------------------------------------------------------------------------
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// Object that holds the simObject id that the materialEditor uses to interpret its material list
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