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https://github.com/DarklightGames/io_scene_psk_psa.git
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Fixed a compatibility issue caused by the fix to #43
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@ -8,10 +8,10 @@ from bpy.types import Context, Armature, Action, Object, AnimData, TimelineMarke
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from bpy_extras.io_utils import ExportHelper
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from bpy_types import Operator
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from io_scene_psk_psa.helpers import populate_bone_group_list, get_nla_strips_in_timeframe
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from io_scene_psk_psa.psa.builder import build_psa, PsaBuildSequence, PsaBuildOptions
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from io_scene_psk_psa.psa.export.properties import PSA_PG_export, PSA_PG_export_action_list_item, filter_sequences
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from io_scene_psk_psa.psa.writer import write_psa
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from ..builder import build_psa, PsaBuildSequence, PsaBuildOptions
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from ..export.properties import PSA_PG_export, PSA_PG_export_action_list_item, filter_sequences
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from ..writer import write_psa
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from ...helpers import populate_bone_group_list, get_nla_strips_in_timeframe
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def is_action_for_armature(armature: Armature, action: Action):
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@ -78,4 +78,16 @@ def read_psk(path: str) -> Psk:
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'''
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psk.material_references = _read_material_references(path)
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'''
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Tools like UEViewer and CUE4Parse write the point index as a 32-bit integer, exploiting the fact that due to struct
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alignment, there were 16-bits of padding following the original 16-bit point index in the wedge struct.
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However, this breaks compatibility with PSK files that were created with older tools that treated the
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point index as a 16-bit integer and might have junk data written to the padding bits.
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To work around this, we check if each point is still addressable using a 16-bit index, and if it is, assume the
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point index is a 16-bit integer and truncate the high bits.
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'''
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if len(psk.points) <= 65536:
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for wedge in psk.wedges:
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wedge.point_index &= 0xFFFF
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return psk
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