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- remove "Unique exported filenames" option (assets of the same name will always add a unique numeric identifier)
- add "Display all assets" option to support display all types assets and export the RAW file.(use .dat extension)
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@ -123,7 +123,15 @@ namespace Unity_Studio
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var bundleSize = b_Stream.ReadInt64();
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int compressedSize = b_Stream.ReadInt32();
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int uncompressedSize = b_Stream.ReadInt32();
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int unknown = b_Stream.ReadInt32();//Hmm...
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// (UnityFS) flags
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// 0x100 = <unknown>
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// 0x80 = data header at end of file
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// 0x40 = entry info present
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// 0x3f = low six bits are data header compression method
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// 0 = none
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// 1 = LZMA
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// 3 = LZ4
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int unknown = b_Stream.ReadInt32();
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var entryinfoBytes = b_Stream.ReadBytes(compressedSize);
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EndianStream entryinfo;
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if (uncompressedSize > compressedSize)
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@ -151,6 +159,11 @@ namespace Unity_Studio
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{
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uncompressedSize = entryinfo.ReadInt32();
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compressedSize = entryinfo.ReadInt32();
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//0 = none
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//1 = LZMA
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//3 = LZ4
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//0x40 = 0?
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unknown = entryinfo.ReadInt16();
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var compressedBytes = b_Stream.ReadBytes(compressedSize);
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if (uncompressedSize > compressedSize)
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{
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@ -167,7 +180,6 @@ namespace Unity_Studio
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{
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assetsDatam.Write(compressedBytes, 0, compressedSize);
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}
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unknown = entryinfo.ReadInt16();
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}
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//assetsDatam.Capacity = (int)assetsDatam.Length;
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assetsData = new EndianStream(assetsDatam, EndianType.BigEndian);
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