Add dynamic allocation alignment to be able to load T6 MemoryBlock asset which isnt used at all so why am i doing this again

This commit is contained in:
Jan
2021-03-05 09:23:37 +01:00
parent 286eaadd1c
commit 88c48e8107
12 changed files with 91 additions and 11 deletions

View File

@ -28,7 +28,7 @@
#include "Game/T6/XAssets/mapents/mapents_load_db.h"
#include "Game/T6/XAssets/material/material_load_db.h"
#include "Game/T6/XAssets/materialtechniqueset/materialtechniqueset_load_db.h"
//#include "Game/T6/XAssets/memoryblock/memoryblock_load_db.h"
#include "Game/T6/XAssets/memoryblock/memoryblock_load_db.h"
#include "Game/T6/XAssets/menudef_t/menudef_t_load_db.h"
#include "Game/T6/XAssets/menulist/menulist_load_db.h"
#include "Game/T6/XAssets/physconstraints/physconstraints_load_db.h"
@ -153,7 +153,7 @@ void ContentLoader::LoadXAsset(const bool atStreamStart)
LOAD_ASSET(ASSET_TYPE_SCRIPTPARSETREE, ScriptParseTree, scriptParseTree)
LOAD_ASSET(ASSET_TYPE_KEYVALUEPAIRS, KeyValuePairs, keyValuePairs)
LOAD_ASSET(ASSET_TYPE_VEHICLEDEF, VehicleDef, vehicleDef)
// LOAD_ASSET(ASSET_TYPE_MEMORYBLOCK, MemoryBlock, memoryBlock);
LOAD_ASSET(ASSET_TYPE_MEMORYBLOCK, MemoryBlock, memoryBlock);
LOAD_ASSET(ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts, addonMapEnts)
LOAD_ASSET(ASSET_TYPE_TRACER, TracerDef, tracerDef)
LOAD_ASSET(ASSET_TYPE_SKINNEDVERTS, SkinnedVertsDef, skinnedVertsDef)