Ignore rigid indices for now to fix transform issues
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@ -1273,9 +1273,9 @@ namespace Bfres.Structs
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Matrix4 trans = Matrix4.Identity;
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if (IsSingleBind)
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{
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bool IsRigidIndex = skel.IsIndexRigid(BoneIndex);
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if (!IsRigidIndex)
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return position;
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// bool IsRigidIndex = skel.IsIndexRigid(BoneIndex);
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// if (!IsRigidIndex)
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// return position;
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if (BoneIndex >= skel.Node_Array.Length || BoneIndex == -1)
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{
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@ -336,10 +336,6 @@ namespace FirstPlugin
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{
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int boneIndex = fshp.BoneIndex;
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//Not often but some models use a bone index list instead
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if (fshp.BoneIndices.Count > 0)
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boneIndex = fshp.BoneIndices[0];
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Matrix4 NoBindFix = model.Skeleton.bones[boneIndex].Transform;
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v.pos = Vector3.TransformPosition(v.pos, NoBindFix);
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v.nrm = Vector3.TransformNormal(v.nrm, NoBindFix);
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@ -289,10 +289,6 @@ namespace FirstPlugin
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if (model.Skeleton.bones.Count > 0) {
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int boneIndex = fshp.BoneIndex;
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//Not often but some models use a bone index list instead
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if (fshp.BoneIndices.Count > 0)
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boneIndex = fshp.BoneIndices[0];
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Matrix4 NoBindFix = model.Skeleton.bones[boneIndex].Transform;
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v.pos = Vector3.TransformPosition(v.pos, NoBindFix);
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v.nrm = Vector3.TransformNormal(v.nrm, NoBindFix);
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@ -773,8 +773,6 @@ namespace Switch_Toolbox.Library
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dataOffset += ArrayImageize;
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mipDataOffset += ArrayMipImageize;
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break;
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}
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return result;
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@ -1160,7 +1158,6 @@ namespace Switch_Toolbox.Library
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private static ulong computeSurfaceAddrFromCoordMacroTiled(uint x, uint y, uint bpp, uint pitch, uint height,
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AddrTileMode tileMode, uint pipeSwizzle, uint bankSwizzle)
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{
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uint sampleSlice, numSamples, samplesPerSlice;
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uint numSampleSplits, bankSwapWidth, swapIndex;
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