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https://github.com/TorqueGameEngines/Torque3D.git
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mac compile fixes
1) `/` not `\` for includes 2) had to clean up a few extra ## bits that work fine winside, but trip up macs (only needed when stitching, had 5 spots where that was pointless)
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e3b8c7b001
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2 changed files with 4 additions and 4 deletions
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@ -178,7 +178,7 @@ public:
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void set##name##Asset(AssetPtr<ImageAsset>_in) { m##name##Asset = _in; }\
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static bool _set##name##Asset(void* obj, const char* index, const char* data)\
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{\
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##className* mat = static_cast<##className*>(obj);\
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className* mat = static_cast<className*>(obj);\
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mat->m##name##AssetId = StringTable->insert(data);\
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if (ImageAsset::getAssetById(mat->m##name##AssetId, &mat->m##name##Asset))\
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{\
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@ -199,10 +199,10 @@ static bool _set##name##Asset(void* obj, const char* index, const char* data)\
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AssetPtr<ImageAsset> m##name##Asset[max];\
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static bool _set##name##AssetSlot(void* obj, const char* index, const char* data)\
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{\
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##className* mat = static_cast<##className*>(obj);\
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className* mat = static_cast<className*>(obj);\
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if (!index) return false;\
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U32 idx = dAtoi(index);\
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if (idx >= ##max)\
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if (idx >= max)\
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return false;\
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mat->m##name##AssetId[idx] = StringTable->insert(data);\
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if (ImageAsset::getAssetById(mat->m##name##AssetId[idx], &mat->m##name##Asset[idx]))\
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@ -7,7 +7,7 @@
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#include "gfx/gfxDebugEvent.h"
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#include "gfx/gfxTransformSaver.h"
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#include "renderInstance/renderPassManager.h"
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#include "math\mathUtils.h"
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#include "math/mathUtils.h"
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#include "gfx/gfxDrawUtil.h"
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IMPLEMENT_CO_NETOBJECT_V1(NotesObject);
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