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https://github.com/TorqueGameEngines/Torque3D.git
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Adjusts some of the loading logic, for guiBitmapCtrl mostly, to not try and load ALL image content upfront during client init, improving load times
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d22b7c7121
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4 changed files with 18 additions and 3 deletions
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@ -297,10 +297,19 @@ BaseMatInstance *MaterialManager::getMeshDebugMatInstance(const LinearColorF &me
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void MaterialManager::mapMaterial(const String & textureName, const String & materialName)
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{
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if (getMapEntry(textureName).isNotEmpty())
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String currentMapEntry = getMapEntry(textureName);
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if (currentMapEntry.isNotEmpty())
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{
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if (!textureName.equal("unmapped_mat", String::NoCase))
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Con::warnf(ConsoleLogEntry::General, "Warning, overwriting material for: %s", textureName.c_str());
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{
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SimObject* originalMat;
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SimObject* newMat;
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if (Sim::findObject(currentMapEntry, originalMat) && Sim::findObject(materialName, newMat))
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Con::warnf(ConsoleLogEntry::General, "Warning, overwriting material for: \"%s\" in %s by %s", textureName.c_str(), originalMat->getFilename(), newMat->getFilename());
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else
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Con::warnf(ConsoleLogEntry::General, "Warning, overwriting material for: %s", textureName.c_str());
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}
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}
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mMaterialMap[String::ToLower(textureName)] = materialName;
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