Fix rigging issues. Fix bntx not keeping the same size after editing textures with same size.
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623098b3b5
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@ -656,7 +656,7 @@ namespace Bfres.Structs
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shape.ApplyImportSettings(csvsettings, GetMaterial(shape.MaterialIndex));
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shape.BoneIndices = shape.GetIndices(Skeleton);
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if (!csvsettings.LimitSkinCount)
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if (!ForceSkinInfluence)
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shape.VertexSkinCount = obj.GetMaxSkinInfluenceCount();
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if (shape.VertexSkinCount == 1)
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@ -1043,7 +1043,7 @@ namespace Bfres.Structs
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progressBar.Task = $"Generating Max Skin Influence. Mesh: {obj.ObjectName}";
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progressBar.Refresh();
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if (settings.LimitSkinCount)
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if (!ForceSkinInfluence)
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shape.VertexSkinCount = obj.GetMaxSkinInfluenceCount();
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if (shape.VertexSkinCount == 1 && shape.BoneIndices.Count > 0)
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@ -506,13 +506,13 @@ namespace Switch_Toolbox.Library
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ArrayCount = 6;
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}
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bool IsCompressed = false;
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bool Compressed = false;
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bool HasLuminance = false;
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bool HasAlpha = false;
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bool IsRGB = false;
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if (header.ddspf.flags == 4)
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IsCompressed = true;
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Compressed = true;
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else if (header.ddspf.flags == (uint)DDPF.LUMINANCE || header.ddspf.flags == 2)
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HasLuminance = true;
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else if (header.ddspf.flags == 0x20001)
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@ -541,7 +541,7 @@ namespace Switch_Toolbox.Library
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byte[] Components = new byte[4] { 0, 1, 2, 3 };
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if (!IsDX10 && !IsCompressed) {
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if (!IsDX10 && !IsCompressed()) {
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Format = GetUncompressedType(this, Components, IsRGB, HasAlpha, HasLuminance, header.ddspf);
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}
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