Fix heightfield not saved when editing splatmap of terrain with physical materials in use
#2262
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@@ -1808,6 +1808,9 @@ bool TerrainPatch::UpdateHeightData(TerrainDataUpdateInfo& info, const Int2& mod
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}
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#endif
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// Mark as modified (need to save texture data during scene saving)
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_wasHeightModified = true;
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if (!wasHeightChanged)
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return false;
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@@ -1820,9 +1823,6 @@ bool TerrainPatch::UpdateHeightData(TerrainDataUpdateInfo& info, const Int2& mod
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#endif
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_collisionVertices.Resize(0);
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// Mark as modified (need to save texture data during scene saving)
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_wasHeightModified = true;
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// Note: if terrain is using virtual storage then it won't be updated, we could synchronize that data...
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// TODO: disable heightmap dynamic streaming - data on a GPU was modified and we don't want to override it with the old data stored in the asset container
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