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https://github.com/TorqueGameEngines/Torque3D.git
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try to load shapes during preload
it's half the point of the protocol
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18 changed files with 63 additions and 71 deletions
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@ -343,7 +343,7 @@ bool ShapeBaseData::preload(bool server, String &errorStr)
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"ShapeBaseData::preload: invalid debris data");
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}
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if(mDebrisShapeAsset.notNull())
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if(getDebrisShape())
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{
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TSShapeInstance* pDummy = new TSShapeInstance(getDebrisShape(), !server);
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delete pDummy;
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@ -351,12 +351,13 @@ bool ShapeBaseData::preload(bool server, String &errorStr)
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}
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S32 i;
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if (mShapeAsset.notNull())
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if (getShape())
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{
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//mShapeAsset->load();
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U32 assetStatus = ShapeAsset::getAssetErrCode(mShapeAsset);
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if (assetStatus == AssetBase::Ok || assetStatus == AssetBase::UsingFallback)
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{
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if (!server && !getShape()->preloadMaterialList(getShape().getPath()) && NetConnection::filesWereDownloaded())
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if (!server && !getShape()->preloadMaterialList(getShapeFile()) && NetConnection::filesWereDownloaded())
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shapeError = true;
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if (computeCRC)
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