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0.4.0 #102
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[Feature] Overhaul Entity Viewer
Use colorspace conversion to fix colorspace from textures (preventing colors to look washed)
Disable lights when not visible by camera
* WIP * Add parameter to ignore cache so we get a new SPR instead * Resolve compile errors
* create utility to prefab models * use correct editor AssetDatabase methods to batch import assets * prefab map with animations * Connect cloned objects to their original prefabs and change their rotation/position/scale * Serialize some properties needed at runtime * Set shadows on map light * water monobehaviour renderer * Fix some npe * Serialize path finding data * Try to find path finder instance if null * Improve model prefab generation * apply animation properties right away on the model * Fix mesh creation * WIP: extract sprites from data, replace usages of spr+act from inside entityviewer * WIP: Remove old comment * Fix map prefab generation * remove asset bundles method * Start using addressables to create prefabs and resources * WIP: extract sprites * Extract sprites * Fix shader to work with sprite sheet * Extract assets and assign to addressables * Change extraction path * async await some stuff * Added a menu option to check if assets were extracted properly. Added a branch while extracting models to query for models which failed to extract * Create map prefab and assign components to addressables * Create full async map loading method * Simplify map renderer * Remove unneeded dep * Extract lua from data and set as addressables Some general changes to asset extraction * Extract effects * Remove extension for asyncoperationahandle Remove need to save str atlas to disc * Fix some scripts loading and optimise atlas generation for str * Import wav and bgm * Extract txt, move tests to another folder, fix maps without ground mesh * add transparent model shader * reset assetgroups * ignore asset group data * Load grf only once for data utility * Use coroutine method to load models on the model utility scene Pre fetch every label (asset bundle) on the splashscreen Load lua interface using addressables * Some general fixes to get everything working * Create the concept of remote and local configurations * Include missing lub file * WIP: Migrate left over FileManager to Addressables * Create a wrapper to use addressables on ui * WIP Fix more ui elements * Extract prt_in and add directive to check if is inside editor * WIP Moar fixes * Add directive to block file manager outside editor * WIP Remove more uses of FileManager * add flag to wait for assetloading on primitivebaseeffect * Load txt tables using addressables * Fix some ui windows * make utility to extract maps check if addressables is initialized and put assets there instead * Fix prefab initial state and invert menu order * Delete old map when moved to a new one
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