Add memory profiling events to the main areas of the engine
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@@ -6,6 +6,7 @@
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#include "Engine/Level/Level.h"
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#include "Engine/Content/Deprecated.h"
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#include "Engine/Content/Factories/BinaryAssetFactory.h"
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#include "Engine/Profiler/ProfilerMemory.h"
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#include "Engine/Serialization/MemoryReadStream.h"
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#include "Engine/Serialization/MemoryWriteStream.h"
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#include "Engine/Threading/Threading.h"
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@@ -146,6 +147,7 @@ bool ParticleSystem::SaveTimeline(const BytesContainer& data) const
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ParticleEffect* ParticleSystem::Spawn(Actor* parent, const Transform& transform, bool autoDestroy)
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{
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PROFILE_MEM(Particles);
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CHECK_RETURN(!WaitForLoaded(), nullptr);
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auto effect = New<ParticleEffect>();
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@@ -202,6 +204,7 @@ bool ParticleSystem::Save(const StringView& path)
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Asset::LoadResult ParticleSystem::load()
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{
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PROFILE_MEM(Particles);
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Version++;
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// Get the data chunk
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