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https://github.com/aharabada/glitchy-engine-beef.git
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Start of asset management 2.0
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@@ -561,7 +561,7 @@ class TexturererViewerer
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_renderTargetEffect.Variables["Swizzle"].SetData(int4((int32)_swizzleR, (int32)_swizzleG, (int32)_swizzleB, (int32)_swizzleA));
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if (format.IsInt())
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if (((DirectX.DXGI.Format)format).IsInt())
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{
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// Int Texture
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_renderTargetEffect.Variables["Mode"].SetData(1);
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@@ -598,7 +598,7 @@ class TexturererViewerer
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{
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var desc = _groupIndex >= 0 ? viewedTexture.[Friend]_colorTargetDescriptions[_groupIndex] : viewedTexture.[Friend]_depthTargetDescription;
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RenderTexture(viewedTexture.GetViewBinding(_groupIndex), float2(viewedTexture.Width, viewedTexture.Height), desc.Format.GetShaderViewFormat());
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RenderTexture(viewedTexture.GetViewBinding(_groupIndex), float2(viewedTexture.Width, viewedTexture.Height), (.)desc.Format.GetShaderViewFormat());
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}
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private void RenderTexture(Texture viewedTexture)
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@@ -79,9 +79,9 @@ class PropertiesWindow : EditorWindow
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Asset asset = _editor.ContentManager.GetAsset(null, _currentAssetHandle);
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// We need the actual asset for preview and sometimes for editing
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if (asset?.Identifier != assetFile.Identifier)
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if (asset?.Identifier != assetFile.AssetFile.Identifier)
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{
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_currentAssetHandle = _editor.ContentManager.LoadAsset(assetFile.Identifier);
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_currentAssetHandle = _editor.ContentManager.LoadAsset(assetFile.AssetFile.Identifier);
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}
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// TODO: allow changing AssetLoader
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