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https://github.com/AxioDL/PrimeWorldEditor.git
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Added versioning support to the serializer; began restructuring CWorld and getting world cooking/serialization working for other games; gave CAssetID an alternate input stream constructor that takes an EGame instead of an EIDLength
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@@ -244,7 +244,7 @@ bool CResourceEntry::Save()
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TString Dir = Path.GetFileDirectory();
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FileUtil::CreateDirectory(Dir.ToUTF16());
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CXMLWriter Writer(GetResourceSerialName(ResourceType()), Path);
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CXMLWriter Writer(Path, GetResourceSerialName(ResourceType()), 0, mGame);
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mpResource->Serialize(Writer);
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}
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@@ -234,6 +234,8 @@ public:
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// For PlayerActor animsets we want to include only the empty suit (char 5) in the dependency list. This is to
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// accomodate the dynamic loading the game does for PlayerActors to avoid having assets for suits the player
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// doesn't have in memory. We want common assets (animations, etc) in the list but not per-character assets.
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// The reason to include empty suit is to make sure resources that are stored as per-character data but are
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// actually common to every character, such as particle effects, are still included in the list.
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ASSERT(pEntry->ResourceType() == eAnimSet);
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CAnimSetDependencyTree *pTree = static_cast<CAnimSetDependencyTree*>(pEntry->Dependencies());
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mLayerUsedAssets.insert(pTree->ID());
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