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https://github.com/AxioDL/PrimeWorldEditor.git
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Fixed asset name map conflict checks to be case-insensitive, new icons for export dialog disc filesystem tree, regenerated asset names
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@@ -188,7 +188,7 @@ void GenerateAssetNames(CGameProject *pProj)
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{
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CMaterialPass *pPass = pMat->Pass(iPass);
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if (pPass->Texture() && !pPass->Texture()->Entry()->IsCategorized())
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if (pPass->Texture())
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ApplyGeneratedName(pPass->Texture()->Entry(), WorldDir + L"sky\\sourceimages\\", pPass->Texture()->Entry()->Name());
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}
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}
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@@ -19,11 +19,6 @@ class CAssetNameMap
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TWideString Directory;
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CFourCC Type; // This is mostly just needed to verify no name conflicts
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bool operator<(const SAssetNameInfo& rkOther) const
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{
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return FullPath() < rkOther.FullPath();
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}
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TWideString FullPath() const
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{
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return Directory + Name + L'.' + Type.ToString().ToUTF16();
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@@ -33,6 +28,16 @@ class CAssetNameMap
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{
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rArc << SERIAL_AUTO(Name) << SERIAL_AUTO(Directory) << SERIAL_AUTO(Type);
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}
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bool operator<(const SAssetNameInfo& rkOther) const
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{
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return FullPath().ToUpper() < rkOther.FullPath().ToUpper();
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}
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bool operator==(const SAssetNameInfo& rkOther) const
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{
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return FullPath().CaseInsensitiveCompare(rkOther.FullPath());
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}
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};
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std::set<SAssetNameInfo> mUsedSet; // Used to prevent name conflicts
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