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Adjusted the conversion between float and PSX integers, so converting from PSX int to float, and back to PSX int doesn't modify the value.
Modified Vertex == operator and hash function so 2 vertices which are going to be serialized into the same data are considered equal. This allow for way better vertices deduplication. (drive thru danger lev file is 15% lighter with this)
LoadLEV can now load texture as raw data, and restitute it back in SaveLEV. The git diff looks a bit messy for some reason, but in SaveLEV, it's really just if (!m_hasRawTextureData) *old code* else *new code*
Makes LoadLEV preserve vertices and quadblock data when using SaveLEV. Useful for example to sync replay on saphi
Load ghost with LoadLev
oops
oops 2
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With this PR, CTE should be able to load a .lev file (created by CTE, vanilla track would take more work), and save it again, without losing data.
Missing feature : Loading VisTree with loadLEV (I tried to preserve it, but it crashed when I tried to modify it afterward, i'll investigate later)
Important note : To get "perfect" recreation of the .lev file, some raw data needs to be stored.
Currently it's hardocded to be restored in saveLEV. It means you can't modify :
In quadblock, you can modify only :