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

@ -390,16 +390,10 @@ bool TSStatic::_createShape()
mAmbientThread = NULL;
//mShape = NULL;
if (mShapeAsset.notNull())
if (getShape())
{
if (!getShape())
{
Con::errorf("TSStatic::_createShape() - Shape Asset %s had no valid shape!", mShapeAsset.getAssetId());
return false;
}
if (isClientObject() &&
!getShape()->preloadMaterialList(getShape().getPath()) &&
!getShape()->preloadMaterialList(getShapeFile()) &&
NetConnection::filesWereDownloaded())
return false;
@ -440,6 +434,11 @@ bool TSStatic::_createShape()
Sim::findObject(cubeDescId, reflectorDesc);
}
}
else
{
Con::errorf("TSStatic::_createShape() - Shape Asset %s had no valid shape!", mShapeAsset.getAssetId());
return false;
}
//Set up the material slot vars for easy manipulation
/*S32 materialCount = mShape->materialList->getMaterialNameList().size(); //mMeshAsset->getMaterialCount();