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https://github.com/KillzXGaming/Switch-Toolbox
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Fix v10 bfres that have more than 64 boolean bits to load. Keep original bind indices on replace if possible.
This will fully fix and support v10 bfres by loading all possible boolean bits for the shader options. Previously would only load the first 64 bits using a uint64 value rather than checking for multiple when value is larger.
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3 changed files with 9 additions and 12 deletions
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@ -890,6 +890,7 @@ namespace Bfres.Structs
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{
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List<FSHP> Matches = shapes.Where(p => String.Equals(p.Text,
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ImportedObjects[i].ObjectName, StringComparison.CurrentCulture)).ToList();
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ImportedObjects[i].BoneIndex = 0;
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if (Matches != null && Matches.Count > 0)
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{
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@ -902,6 +903,11 @@ namespace Bfres.Structs
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if (settings.LimitSkinCount)
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ImportedObjects[i].VertexSkinCount = ((FSHP)Matches[0]).VertexSkinCount;
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//Keep original bone mapping by default
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//Only do this for original boneset for now
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if (!settings.ImportBones)
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ImportedObjects[i].BoneIndex = ((FSHP)Matches[0]).BoneIndex;
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if (settings.UseOriginalAttributes)
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{
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AttributeMatcher.Add(ImportedObjects[i].ObjectName, Matches[0].vertexAttributes);
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@ -1325,23 +1331,14 @@ namespace Bfres.Structs
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else
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shape.VertexSkinCount = obj.GetMaxSkinInfluenceCount();
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if (shape.VertexSkinCount == 0 && obj.boneList.Count > 0)
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{
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int boneIndex = Skeleton.bones.FindIndex(x => x.Text == obj.boneList[0]);
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if (boneIndex != -1)
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shape.BoneIndex = boneIndex;
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}
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else if (shape.VertexSkinCount == 1 && shape.BoneIndices.Count > 0)
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{
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int boneIndex = shape.BoneIndices[0];
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shape.BoneIndex = boneIndex;
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}
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shape.CreateNewBoundingBoxes(this);
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shape.OptmizeAttributeFormats();
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shape.SaveShape(IsWiiU);
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shape.SaveVertexBuffer(IsWiiU);
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if (shape.Shape != null)
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shape.Shape.BoneIndex = (ushort)shape.BoneIndex;
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if (IsWiiU)
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{
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shape.ShapeU.SubMeshBoundingIndices = new List<ushort>();
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