Refactor Visject Graph nodes data for unlimited size
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@@ -177,6 +177,7 @@ public:
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// Get Gameplay Global
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case GRAPH_NODE_MAKE_TYPE(7, 16):
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{
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node->Assets.Resize(1);
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node->Assets[0] = Content::LoadAsync<Asset>((Guid)node->Values[0]);
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break;
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}
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@@ -296,6 +297,7 @@ public:
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break;
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// Particle Emitter Function
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case GRAPH_NODE_MAKE_TYPE(14, 300):
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node->Assets.Resize(1);
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InitParticleEmitterFunctionCall((Guid)node->Values[0], node->Assets[0], node->UsesParticleData, Layout);
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break;
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// Particle Index
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@@ -447,6 +449,7 @@ public:
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// Sprite Rendering
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case GRAPH_NODE_MAKE_TYPE(15, 400):
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{
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node->Assets.Resize(1);
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node->Assets[0] = Content::LoadAsync<Asset>((Guid)node->Values[2]);
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USE_ATTRIBUTE(Position, Float3, 0);
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USE_ATTRIBUTE(Rotation, Float3, 1);
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@@ -484,6 +487,7 @@ public:
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// Model Rendering
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case GRAPH_NODE_MAKE_TYPE(15, 403):
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{
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node->Assets.Resize(2);
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node->Assets[0] = Content::LoadAsync<Asset>((Guid)node->Values[2]);
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node->Assets[1] = Content::LoadAsync<Asset>((Guid)node->Values[3]);
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USE_ATTRIBUTE(Position, Float3, 0);
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@@ -494,6 +498,7 @@ public:
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// Ribbon Rendering
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case GRAPH_NODE_MAKE_TYPE(15, 404):
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{
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node->Assets.Resize(1);
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node->Assets[0] = Content::LoadAsync<Asset>((Guid)node->Values[2]);
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USE_ATTRIBUTE(Position, Float3, 0);
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// TODO: add support for custom sorting key - not only by age
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@@ -503,6 +508,7 @@ public:
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// Volumetric Fog Rendering
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case GRAPH_NODE_MAKE_TYPE(15, 405):
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{
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node->Assets.Resize(1);
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node->Assets[0] = Content::LoadAsync<Asset>((Guid)node->Values[2]);
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USE_ATTRIBUTE(Position, Float3, 0);
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USE_ATTRIBUTE(Radius, Float, 1);
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