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Universal AssetHandles. Serialize AssetHandle instead of AssetIdentifier
A bit unstable
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@@ -1064,7 +1064,7 @@ namespace GlitchyEditor.EditWindows
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GeometryBinding mesh = meshComponent.Mesh;
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StringView identifier = mesh?.Identifier ?? "None";
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StringView identifier = mesh?.Identifier ?? (meshComponent.Mesh.IsValid ? "<Missing Asset>" : "None");
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ImGui.Button(identifier.ToScopeCStr!());
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if (ImGui.BeginDragDropTarget())
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