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Various custom asset support #756
Various custom asset support #756
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Marking this as ready to review. The listed changes wrap up most of the reported issues with the mm reloaded pack. Remaining issues will be addressed in follow up PRs as these changes will be extensive enough to warrant individual PRs
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LGTM just some small things
Updated for PR feedback. Also found a few more resources that needed to be loaded manually so those have been added to the PR. |
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Looks good and thanks for the added comment! New changes all good too 👍🏼
* use asset paths for better custom asset support * fix keyframe animation timings * display title cards as a full texture * asset support for gfxprint * support pause menu overworld map * fix more resources that need to be loaded * pr feedback
This PR adds various support of loading custom assets and toggling between assets (read: this is not meant to be all encompassing of every possible custom asset)
List so far of changes:
Lib_SegmentedToVirtual
no longer loads resource data and instead will just pass through whatever pointer it is given. This will ensure that asset path strings end up to the renderer or later in some of the games systems (animations/skeletons)New issues introduced by these changes that need to be resolved:
Animation timings are incorrectManually load resources that are no longer freely loaded byLib_SegmentedToVirtual
(mostly Vertex data)Build Artifacts