Merge branch 'GoaLitiuM-release_prefab_fix'
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@@ -8,9 +8,7 @@
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#include "Engine/Level/Prefabs/PrefabManager.h"
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#include "Engine/Level/Actor.h"
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#include "Engine/Threading/Threading.h"
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#if USE_EDITOR
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#include "Engine/Scripting/Scripting.h"
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#endif
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REGISTER_JSON_ASSET(Prefab, "FlaxEngine.Prefab", true);
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@@ -163,10 +161,10 @@ Asset::LoadResult Prefab::loadAsset()
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}
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}
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#if USE_EDITOR
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// Register for scripts reload and unload (need to cleanup all user objects including scripts that may be attached to the default instance - it can be always restored)
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Scripting::ScriptsReloading.Bind<Prefab, &Prefab::DeleteDefaultInstance>(this);
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Scripting::ScriptsUnload.Bind<Prefab, &Prefab::DeleteDefaultInstance>(this);
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#if USE_EDITOR
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Scripting::ScriptsReloading.Bind<Prefab, &Prefab::DeleteDefaultInstance>(this);
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#endif
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return LoadResult::Ok;
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@@ -174,10 +172,10 @@ Asset::LoadResult Prefab::loadAsset()
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void Prefab::unload(bool isReloading)
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{
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#if USE_EDITOR
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// Unlink
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Scripting::ScriptsReloading.Unbind<Prefab, &Prefab::DeleteDefaultInstance>(this);
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Scripting::ScriptsUnload.Unbind<Prefab, &Prefab::DeleteDefaultInstance>(this);
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#if USE_EDITOR
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Scripting::ScriptsReloading.Unbind<Prefab, &Prefab::DeleteDefaultInstance>(this);
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#endif
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// Base
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