- make sure that incomplete multipatch textures are technically complete.
They need a valid FTexture backing them and should have their name cleared so that nothing references them by accident.
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2 changed files with 4 additions and 1 deletions
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@ -923,7 +923,10 @@ void FMultipatchTextureBuilder::ResolveAllPatches()
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for (auto &b : BuiltTextures)
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{
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Printf("%s\n", b.Name.GetChars());
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// make it hard to find but also ensure that it references valid backing data.
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b.texture->SetUseType(ETextureType::Null);
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b.texture->SetBase(TexMan.GameByIndex(0)->GetTexture());
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b.texture->SetName("");
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}
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break;
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}
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