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Adjusts getUtilizedAssets writeout so it more consistently prints out the dependent assets
Adds handling for prefabs with getUtilizedAssets
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5 changed files with 27 additions and 6 deletions
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@ -1692,8 +1692,9 @@ void TSStatic::updateMaterials()
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void TSStatic::getUtilizedAssets(Vector<StringTableEntry>* usedAssetsList)
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{
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if(!mShapeAsset.isNull())
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usedAssetsList->push_back_unique(mShapeAssetId);
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if(!mShapeAsset.isNull() && mShapeAsset->getAssetId() != StringTable->insert("Core_Rendering:noShape"))
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usedAssetsList->push_back_unique(mShapeAsset->getAssetId());
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}
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//------------------------------------------------------------------------
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