try to load shapes during preload

it's half the point of the protocol
This commit is contained in:
AzaezelX 2025-07-06 19:51:55 -05:00
parent c138d838bb
commit e8ccb3443a
18 changed files with 63 additions and 71 deletions

View file

@ -343,7 +343,7 @@ bool ShapeBaseData::preload(bool server, String &errorStr)
"ShapeBaseData::preload: invalid debris data");
}
if(mDebrisShapeAsset.notNull())
if(getDebrisShape())
{
TSShapeInstance* pDummy = new TSShapeInstance(getDebrisShape(), !server);
delete pDummy;
@ -351,12 +351,13 @@ bool ShapeBaseData::preload(bool server, String &errorStr)
}
S32 i;
if (mShapeAsset.notNull())
if (getShape())
{
//mShapeAsset->load();
U32 assetStatus = ShapeAsset::getAssetErrCode(mShapeAsset);
if (assetStatus == AssetBase::Ok || assetStatus == AssetBase::UsingFallback)
{
if (!server && !getShape()->preloadMaterialList(getShape().getPath()) && NetConnection::filesWereDownloaded())
if (!server && !getShape()->preloadMaterialList(getShapeFile()) && NetConnection::filesWereDownloaded())
shapeError = true;
if (computeCRC)