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Adjusts the ShapeAsset autoImport invoke logic to actually use the C++-side autoImport logic
Changed originalImportingAssets to originalImportingFiles in the AssetImporter for naming clarity Made autoImportFile properly return the assetId that was made Additional logging in the AssetImporter Adjusted the asset registration logic to support reimports, which merely refreshes the assetID Added logic to shape asset importing to be able to import in an existing companion constructor cs file Tweaked the TSStatic setShapeName logic so it will properly set fields depending on if the assetID was correctly set, or if we have the noShape fallback in use
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4 changed files with 227 additions and 127 deletions
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@ -284,10 +284,17 @@ bool TSStatic::_setShapeName(void* obj, const char* index, const char* data)
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if (assetId == StringTable->insert("Core_Rendering:noShape"))
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{
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ts->mShapeName = data;
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ts->mShapeAssetId = StringTable->EmptyString();
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return true;
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}
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else
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{
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ts->mShapeAssetId = assetId;
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ts->mShapeName = StringTable->EmptyString();
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return false;
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return false;
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}
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}
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}
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else
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@ -295,7 +302,7 @@ bool TSStatic::_setShapeName(void* obj, const char* index, const char* data)
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ts->mShapeAsset = StringTable->EmptyString();
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}
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return false;
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return true;
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}
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bool TSStatic::_setFieldSkin(void* object, const char* index, const char* data)
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