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https://github.com/aharabada/glitchy-engine-beef.git
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EditorContentManager: Fixed asset reloading
(thats why unit tests exist... or at least types...)
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@@ -267,14 +267,11 @@ class EditorContentManager : IContentManager
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GetResourceAndSubassetName(oldIdentifier, let resourceName, let subassetName);
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GetResourceAndSubassetName(oldIdentifier, let resourceName, let subassetName);
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String filePath = scope .();
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Result<TreeNode<AssetNode>> resultNode = AssetHierarchy.GetNodeFromAssetHandle(handle);
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GetResourceFilePath(resourceName, filePath);
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Result<TreeNode<AssetNode>> resultNode = AssetHierarchy.GetNodeFromPath(filePath);
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if (resultNode case .Err)
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if (resultNode case .Err)
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{
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{
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Log.EngineLogger.Error($"Could not find asset \"{filePath}\".");
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Log.EngineLogger.Error($"Could not find asset node for asset \"{oldIdentifier}\".");
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return;
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return;
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}
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}
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@@ -282,7 +279,7 @@ class EditorContentManager : IContentManager
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IAssetLoader assetLoader = GetAssetLoader(file);
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IAssetLoader assetLoader = GetAssetLoader(file);
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Stream stream = GetStream(filePath, true);
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Stream stream = OpenStream(file.FilePath, true);
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// TODO: Add async loading!
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// TODO: Add async loading!
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Asset loadedAsset = assetLoader.LoadAsset(stream, file.AssetConfig.Config, resourceName, subassetName, this);
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Asset loadedAsset = assetLoader.LoadAsset(stream, file.AssetConfig.Config, resourceName, subassetName, this);
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@@ -709,6 +706,7 @@ class EditorContentManager : IContentManager
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return .Ok;
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return .Ok;
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}
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}
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// Returns a filestream for the given asset file path
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private Stream OpenStream(StringView fileName, bool readOnly)
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private Stream OpenStream(StringView fileName, bool readOnly)
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{
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{
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FileStream fs = new FileStream();
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FileStream fs = new FileStream();
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