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Add CPU-based skinning path for vertex manipulation effects
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@@ -169,7 +169,8 @@ template <class MaterialSet, class SurfaceHeader, atUint32 Version>
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bool WriteCMDL(const hecl::ProjectPath& outPath, const hecl::ProjectPath& inPath, const Mesh& mesh);
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template <class MaterialSet, class SurfaceHeader, atUint32 Version>
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bool WriteHMDLCMDL(const hecl::ProjectPath& outPath, const hecl::ProjectPath& inPath, const Mesh& mesh);
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bool WriteHMDLCMDL(const hecl::ProjectPath& outPath, const hecl::ProjectPath& inPath,
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const Mesh& mesh, hecl::PoolSkinIndex& poolSkinIndex);
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template <class MaterialSet, class SurfaceHeader, class MeshHeader>
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bool WriteMREASecs(std::vector<std::vector<uint8_t>>& secsOut, const hecl::ProjectPath& inPath,
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