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@KiritoDv KiritoDv requested a review from inspectredc October 10, 2025 00:36
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I'll need to test it still when I get home because I want to make sure those header changes work properly (although it looks like its mostly just fixing things) but looks good to me otherwise, small comment on how we should standardise the return value of GetItemHeight. Is nice to see a lot of the larger

You mentioned in the discord this would allow for UI editing for modding purposes, will that be a future PR then and how would that kinda system work? (Asking out of curiousity)

}

float TextureFactoryUI::GetItemHeight(const ParseResultData& item) {
return 150.0f;
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Could we standardise these numbers at all (i.e. with defines?) so that when adding for other factories it is clear what kind of increments you should use


std::unordered_map<std::string, Texture2D> sLoadedTextures = {};

Texture2D* GetOrLoadTexture(const ParseResultData& item) {
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could this be a static function for TextureFactoryUI?

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or maybe some more general texture class/namespace


ExportResult TextureModdingExporter::Export(std::ostream&write, std::shared_ptr<IParsedData> data, std::string&entryName, YAML::Node&node, std::string* replacement) {
auto texture = std::static_pointer_cast<TextureData>(data);
uint8_t* ConvertTextureToRGBA(std::shared_ptr<TextureData> texture, YAML::Node &node, int* size) {
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would this make sense to put into some namespace/class? i know the compressed texture factory re-uses a fair bit of code from this section

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3 participants