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- export mesh deformers with dummies or bones
- FBX code re-arranged to get object count - changed the way FBX ASCII lines are split at every ~2000 chars - added option to export tangents - fixed a problem with treeview continuous search
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38
Unity Studio/Unity Classes/BuildSettings.cs
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38
Unity Studio/Unity Classes/BuildSettings.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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namespace Unity_Studio
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{
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public class BuildSettings
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{
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public string m_Version;
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public BuildSettings(AssetPreloadData preloadData)
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{
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var sourceFile = preloadData.sourceFile;
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var a_Stream = preloadData.sourceFile.a_Stream;
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a_Stream.Position = preloadData.Offset;
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int levels = a_Stream.ReadInt32();
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for (int l = 0; l < levels; l++) { string level = a_Stream.ReadAlignedString(a_Stream.ReadInt32()); }
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if (sourceFile.version[0] == 5)
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{
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int preloadedPlugins = a_Stream.ReadInt32();
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for (int l = 0; l < preloadedPlugins; l++) { string preloadedPlugin = a_Stream.ReadAlignedString(a_Stream.ReadInt32()); }
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}
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a_Stream.Position += 4; //bool flags
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if (sourceFile.fileGen >= 8) { a_Stream.Position += 4; } //bool flags
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if (sourceFile.fileGen >= 9) { a_Stream.Position += 4; } //bool flags
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if (sourceFile.version[0] == 5 ||
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(sourceFile.version[0] == 4 && (sourceFile.version[1] >= 3 ||
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(sourceFile.version[1] == 2 && sourceFile.buildType[0] != "a"))))
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{ a_Stream.Position += 4; } //bool flags
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m_Version = a_Stream.ReadAlignedString(a_Stream.ReadInt32());
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}
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}
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}
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