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Fixed bug
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1f897cf431
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@ -571,7 +571,6 @@ namespace AssetStudio
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#region 2018 and up
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#region 2018 and up
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if (version[0] >= 2018)
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if (version[0] >= 2018)
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{
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{
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InitMSkin();
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foreach (var m_Channel in m_Channels)
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foreach (var m_Channel in m_Channels)
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{
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{
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if (m_Channel.dimension > 0)
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if (m_Channel.dimension > 0)
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@ -639,8 +638,16 @@ namespace AssetStudio
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case 7: //kShaderChannelTexCoord3
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case 7: //kShaderChannelTexCoord3
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m_UV4 = componentsFloatArray;
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m_UV4 = componentsFloatArray;
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break;
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break;
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//kShaderChannelTexCoord4 8
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//kShaderChannelTexCoord5 9
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//kShaderChannelTexCoord6 10
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//kShaderChannelTexCoord7 11
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//2018.2 and up
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//2018.2 and up
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case 12:
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case 12: //kShaderChannelBlendWeight
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if (m_Skin == null)
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{
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InitMSkin();
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}
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for (int i = 0; i < m_VertexCount; i++)
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for (int i = 0; i < m_VertexCount; i++)
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{
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{
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for (int j = 0; j < 4; j++)
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for (int j = 0; j < 4; j++)
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@ -649,7 +656,11 @@ namespace AssetStudio
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}
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}
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}
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}
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break;
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break;
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case 13:
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case 13: //kShaderChannelBlendIndices
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if (m_Skin == null)
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{
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InitMSkin();
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}
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for (int i = 0; i < m_VertexCount; i++)
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for (int i = 0; i < m_VertexCount; i++)
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{
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{
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for (int j = 0; j < 4; j++)
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for (int j = 0; j < 4; j++)
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@ -353,7 +353,7 @@ namespace AssetStudio
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iVertex.Tangent = new Vector4(-mesh.m_Tangents[j * 4], mesh.m_Tangents[j * 4 + 1], mesh.m_Tangents[j * 4 + 2], mesh.m_Tangents[j * 4 + 3]);
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iVertex.Tangent = new Vector4(-mesh.m_Tangents[j * 4], mesh.m_Tangents[j * 4 + 1], mesh.m_Tangents[j * 4 + 2], mesh.m_Tangents[j * 4 + 3]);
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}
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}
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//BoneInfluence
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//BoneInfluence
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if (mesh.m_Skin.Length > 0)
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if (mesh.m_Skin?.Length > 0)
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{
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{
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var inf = mesh.m_Skin[j];
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var inf = mesh.m_Skin[j];
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iVertex.BoneIndices = new byte[inf.Count];
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iVertex.BoneIndices = new byte[inf.Count];
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