Fix crash when using Vector3 soft casting in Visual Scripts
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@@ -476,12 +476,28 @@ bool Scripting::Load()
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// Load FlaxEngine
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const String flaxEnginePath = Globals::BinariesFolder / TEXT("FlaxEngine.CSharp.dll");
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if (((NativeBinaryModule*)GetBinaryModuleFlaxEngine())->Assembly->Load(flaxEnginePath))
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auto* flaxEngineModule = (NativeBinaryModule*)GetBinaryModuleFlaxEngine();
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if (flaxEngineModule->Assembly->Load(flaxEnginePath))
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{
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LOG(Error, "Failed to load FlaxEngine C# assembly.");
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return true;
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}
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// Insert type aliases for vector types that don't exist in C++ but are just typedef (properly redirect them to actual types)
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// TODO: add support for automatic typedef aliases setup for scripting module to properly lookup type from the alias typename
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#if USE_LARGE_WORLDS
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flaxEngineModule->TypeNameToTypeIndex["FlaxEngine.Vector2"] = flaxEngineModule->TypeNameToTypeIndex["FlaxEngine.Double2"];
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flaxEngineModule->TypeNameToTypeIndex["FlaxEngine.Vector3"] = flaxEngineModule->TypeNameToTypeIndex["FlaxEngine.Double3"];
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flaxEngineModule->TypeNameToTypeIndex["FlaxEngine.Vector4"] = flaxEngineModule->TypeNameToTypeIndex["FlaxEngine.Double4"];
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#else
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flaxEngineModule->TypeNameToTypeIndex["FlaxEngine.Vector2"] = flaxEngineModule->TypeNameToTypeIndex["FlaxEngine.Float2"];
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flaxEngineModule->TypeNameToTypeIndex["FlaxEngine.Vector3"] = flaxEngineModule->TypeNameToTypeIndex["FlaxEngine.Float3"];
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flaxEngineModule->TypeNameToTypeIndex["FlaxEngine.Vector4"] = flaxEngineModule->TypeNameToTypeIndex["FlaxEngine.Float4"];
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#endif
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flaxEngineModule->ClassToTypeIndex[flaxEngineModule->Assembly->GetClass("FlaxEngine.Vector2")] = flaxEngineModule->TypeNameToTypeIndex["FlaxEngine.Vector2"];
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flaxEngineModule->ClassToTypeIndex[flaxEngineModule->Assembly->GetClass("FlaxEngine.Vector3")] = flaxEngineModule->TypeNameToTypeIndex["FlaxEngine.Vector3"];
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flaxEngineModule->ClassToTypeIndex[flaxEngineModule->Assembly->GetClass("FlaxEngine.Vector4")] = flaxEngineModule->TypeNameToTypeIndex["FlaxEngine.Vector4"];
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#if USE_EDITOR
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// Skip loading game modules in Editor on startup - Editor loads them later during splash screen (eg. after first compilation)
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static bool SkipFirstLoad = true;
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