Optimize C++ compilation time
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@@ -5,6 +5,8 @@
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#include "Engine/Content/Assets/Material.h"
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#include "Engine/Content/Assets/Model.h"
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#include "Engine/Graphics/GPUContext.h"
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#include "Engine/Graphics/GPUDevice.h"
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#include "Engine/Graphics/RenderTask.h"
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#include "Engine/Level/Scene/Scene.h"
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#include "Engine/Renderer/RenderList.h"
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#include "Engine/Serialization/MemoryReadStream.h"
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@@ -131,6 +133,11 @@ namespace
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}
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}
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bool Mesh::HasVertexColors() const
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{
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return _vertexBuffers[2] != nullptr && _vertexBuffers[2]->IsAllocated();
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}
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bool Mesh::UpdateMesh(uint32 vertexCount, uint32 triangleCount, VB0ElementType* vb0, VB1ElementType* vb1, VB2ElementType* vb2, void* ib, bool use16BitIndices)
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{
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auto model = (Model*)_model;
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