Various fixes and stability improvements
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@@ -729,7 +729,12 @@ bool ModelData::Pack2ModelHeader(WriteStream* stream) const
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// Amount of meshes
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const int32 meshes = lod.Meshes.Count();
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if (meshes == 0 || meshes > MODEL_MAX_MESHES)
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if (meshes == 0)
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{
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LOG(Warning, "Empty LOD.");
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return true;
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}
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if (meshes > MODEL_MAX_MESHES)
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{
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LOG(Warning, "Too many meshes per LOD.");
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return true;
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@@ -4,10 +4,8 @@
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#if USE_EDITOR
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#include "Engine/Core/Cache.h"
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#include "Engine/Scripting/Script.h"
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#include "Engine/Scripting/ScriptingObjectReference.h"
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#include "Engine/Serialization/JsonWriters.h"
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/// <summary>
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/// Actor script component that represents missing script.
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@@ -434,6 +434,10 @@ void PostProcessingPass::Render(RenderContext& renderContext, GPUTexture* input,
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// Set lens flares output
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context->BindSR(3, bloomTmp2->View(0, 1));
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}
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else
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{
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context->BindSR(3, (GPUResourceView*)nullptr);
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}
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////////////////////////////////////////////////////////////////////////////////////
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// Final composite
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