Fix sarc's with folders saving wrong
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@ -14,8 +14,8 @@ namespace FirstPlugin
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public class SARC : TreeNodeFile, IFileFormat
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{
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public bool CanSave { get; set; }
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public string[] Description { get; set; } = new string[] { "SARC", "SARC", "SARC", "SARC", "SARC" };
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public string[] Extension { get; set; } = new string[] { "*.pack", "*.sarc", "*.bgenv", "*.sblarc", "*.sbactorpack" };
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public string[] Description { get; set; } = new string[] { "SARC", "SARC", "SARC", "SARC", "SARC", "SARC" };
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public string[] Extension { get; set; } = new string[] { "*.pack", "*.sarc", "*.bgenv", "*.sblarc", "*.sbactorpack", ".arc" };
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public string FileName { get; set; }
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public string FilePath { get; set; }
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public IFileInfo IFileInfo { get; set; }
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@ -195,11 +195,15 @@ namespace FirstPlugin
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{
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string dir = Path.GetDirectoryName(sarc.FullName);
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Console.WriteLine("CurrentFullName " + sarc.FullName);
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if (dir == string.Empty)
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sarc.FullName = sarc.Text;
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else
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sarc.FullName = Path.Combine(dir, sarc.Text);
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sarc.FullName = sarc.FullName.Replace(@"\", "/");
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sarcData.Files.Add(sarc.FullName, sarc.Data);
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}
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public static void ReplaceNode(TreeNode node, TreeNode replaceNode, TreeNode NewNode)
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@ -909,6 +909,14 @@ namespace Bfres.Structs
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else
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return Vector3.TransformNormal(position, trans);
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}
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public static Vector3 transform(Vector3 input, Matrix4 matrix)
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{
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Vector3 output = new Vector3();
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output.X = input.X * matrix.M11 + input.Y * matrix.M21 + input.Z * matrix.M31 + matrix.M41;
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output.Y = input.X * matrix.M12 + input.Y * matrix.M22 + input.Z * matrix.M32 + matrix.M42;
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output.Z = input.X * matrix.M13 + input.Y * matrix.M23 + input.Z * matrix.M33 + matrix.M43;
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return output;
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}
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public void SaveVertexBuffer()
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{
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if (IsWiiU)
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@ -186,7 +186,6 @@ namespace FirstPlugin
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else
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GL.Color4(Color.OrangeRed);
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foreach (FSHP.BoundingBox box in m.boundingBoxes)
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{
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RenderTools.DrawRectangularPrism(box.Center, box.Extend.X, box.Extend.Y, box.Extend.Z, true);
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@ -602,7 +601,13 @@ namespace FirstPlugin
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if (m.Checked && mdl.Skeleton.bones[m.BoneIndex].Visible)
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{
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if ((m.IsSelected))
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shader.SetVector3("materialSelectColor", new Vector3(0));
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if (m.GetMaterial().IsSelected)
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{
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shader.SetVector3("materialSelectColor", ColorUtility.ToVector3(Color.FromArgb(0,163,204)));
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DrawModelSelection(m, shader);
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}
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else if ((m.IsSelected))
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{
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DrawModelSelection(m, shader);
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}
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@ -814,7 +819,6 @@ namespace FirstPlugin
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shader.SetVector3("emission_color", new Vector3(1, 1, 1));
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shader.SetVector3("specular_color", new Vector3(1, 1, 1));
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shader.SetFloat("fuv1_mtx", 0);
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//SRT
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@ -129,6 +129,8 @@ namespace Switch_Toolbox.Library.Forms
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return true;
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if (obj is STBone)
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return true;
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if (obj is STGenericMaterial)
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return true;
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return false;
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}
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@ -52,6 +52,8 @@ uniform vec4 pickingColor;
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uniform int isTransparent;
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uniform vec3 materialSelectColor;
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// Shader Params
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uniform float normal_map_weight;
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uniform float ao_density;
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@ -260,6 +262,8 @@ void main()
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fragColor *= min(vec4(albedo_tex_color, 1), vec4(1));
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fragColor.rgb += materialSelectColor * 0.5f;
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// Toggles rendering of individual color channels for all render modes.
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fragColor.rgb *= vec3(renderR, renderG, renderB);
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if (renderR == 1 && renderG == 0 && renderB == 0)
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