Code fixes
This commit is contained in:
@@ -36,6 +36,7 @@
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#include "Engine/Engine/Base/GameBase.h"
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#include "Engine/Engine/Globals.h"
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#include "Engine/Tools/TextureTool/TextureTool.h"
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#include "Engine/Threading/Threading.h"
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#include "Engine/Profiler/ProfilerCPU.h"
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#include "Engine/Scripting/Enums.h"
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#if PLATFORM_TOOLS_WINDOWS
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@@ -6,6 +6,7 @@
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#include "Engine/Content/Assets/SkinnedModel.h"
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#include "Engine/Graphics/Models/SkeletonData.h"
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#include "Engine/Scripting/Scripting.h"
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#include "Engine/Threading/Threading.h"
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extern void RetargetSkeletonPose(const SkeletonData& sourceSkeleton, const SkeletonData& targetSkeleton, const SkinnedModel::SkeletonMapping& mapping, const Transform* sourceNodes, Transform* targetNodes);
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@@ -9,6 +9,7 @@
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#include "Engine/Core/Log.h"
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#include "Engine/Audio/Audio.h"
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#include "Engine/Threading/Threading.h"
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#include "Engine/Profiler/ProfilerMemory.h"
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#if PLATFORM_WINDOWS
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// Tweak Win ver
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@@ -232,6 +233,7 @@ void AudioBackendXAudio2::Listener_ReinitializeAll()
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uint32 AudioBackendXAudio2::Source_Add(const AudioDataInfo& format, const Vector3& position, const Quaternion& orientation, float volume, float pitch, float pan, bool loop, bool spatial, float attenuation, float minDistance, float doppler)
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{
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PROFILE_MEM(Audio);
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ScopeLock lock(XAudio2::Locker);
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// Get first free source
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@@ -580,6 +582,7 @@ void AudioBackendXAudio2::Source_DequeueProcessedBuffers(uint32 sourceID)
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uint32 AudioBackendXAudio2::Buffer_Create()
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{
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PROFILE_MEM(Audio);
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uint32 bufferID;
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ScopeLock lock(XAudio2::Locker);
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@@ -618,6 +621,7 @@ void AudioBackendXAudio2::Buffer_Delete(uint32 bufferID)
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void AudioBackendXAudio2::Buffer_Write(uint32 bufferID, byte* samples, const AudioDataInfo& info)
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{
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PROFILE_MEM(Audio);
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CHECK(info.NumChannels <= MAX_INPUT_CHANNELS);
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XAudio2::Locker.Lock();
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@@ -10,6 +10,7 @@
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#include "Engine/Graphics/Models/MeshBase.h"
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#include "Engine/Graphics/Models/MeshDeformation.h"
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#include "Engine/Graphics/Shaders/GPUVertexLayout.h"
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#include "Engine/Threading/Threading.h"
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#if GPU_ENABLE_ASYNC_RESOURCES_CREATION
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#include "Engine/Threading/ThreadPoolTask.h"
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#define STREAM_TASK_BASE ThreadPoolTask
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@@ -6,6 +6,7 @@
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#include "Engine/Serialization/MemoryWriteStream.h"
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#include "Engine/Content/Factories/BinaryAssetFactory.h"
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#include "Engine/Content/Upgraders/SkeletonMaskUpgrader.h"
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#include "Engine/Threading/Threading.h"
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REGISTER_BINARY_ASSET_WITH_UPGRADER(SkeletonMask, "FlaxEngine.SkeletonMask", SkeletonMaskUpgrader, true);
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@@ -16,6 +16,7 @@
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#include "Engine/Scripting/ManagedCLR/MCore.h"
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#include "Engine/Serialization/MemoryReadStream.h"
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#include "Engine/Threading/Task.h"
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#include "Engine/Threading/Threading.h"
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static_assert(MODEL_MAX_VB == 3, "Update code in mesh to match amount of vertex buffers.");
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@@ -8,6 +8,7 @@
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#include "Engine/Core/Log.h"
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#include "Engine/Engine/Engine.h"
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#include "Engine/Profiler/ProfilerCPU.h"
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#include "Engine/Threading/Threading.h"
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struct Entry
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{
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@@ -4,6 +4,9 @@
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#include "SceneObject.h"
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#include "Engine/Core/Collections/Dictionary.h"
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#if USE_EDITOR
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#include "Engine/Core/Collections/HashSet.h"
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#endif
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#include "Engine/Platform/CriticalSection.h"
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#include "Engine/Threading/ThreadLocal.h"
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@@ -4,6 +4,7 @@
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#include "NavMeshRuntime.h"
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#include "Engine/Level/Scene/Scene.h"
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#include "Engine/Serialization/Serialization.h"
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#include "Engine/Threading/Threading.h"
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#if COMPILE_WITH_ASSETS_IMPORTER
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#include "Engine/Core/Log.h"
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#include "Engine/ContentImporters/AssetsImportingManager.h"
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@@ -18,6 +18,7 @@
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#include "Engine/Physics/Colliders/MeshCollider.h"
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#include "Engine/Physics/Colliders/SplineCollider.h"
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#include "Engine/Threading/ThreadPoolTask.h"
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#include "Engine/Threading/Threading.h"
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#include "Engine/Terrain/TerrainPatch.h"
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#include "Engine/Terrain/Terrain.h"
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#include "Engine/Profiler/ProfilerCPU.h"
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@@ -16,6 +16,7 @@
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#include "Engine/Profiler/ProfilerCPU.h"
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#include "Engine/Profiler/ProfilerMemory.h"
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#include "Engine/Scripting/Scripting.h"
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#include "Engine/Threading/Threading.h"
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float NetworkManager::NetworkFPS = 60.0f;
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NetworkPeer* NetworkManager::Peer = nullptr;
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@@ -4,6 +4,7 @@
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#include "TerrainPatch.h"
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#include "Engine/Core/Log.h"
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#include "Engine/Core/Math/Ray.h"
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#include "Engine/Core/Collections/HashSet.h"
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#include "Engine/Level/Scene/SceneRendering.h"
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#include "Engine/Serialization/Serialization.h"
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#include "Engine/Physics/Physics.h"
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@@ -11,6 +11,7 @@
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#include "Engine/Platform/ConditionVariable.h"
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#include "Engine/Profiler/Profiler.h"
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#include "Engine/Threading/JobSystem.h"
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#include "Engine/Threading/Threading.h"
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#include "Engine/Graphics/GPUDevice.h"
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#include "Engine/Graphics/GPUBuffer.h"
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#include "Engine/Graphics/RenderTools.h"
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