- Exportable GameObject
- Split models option to preview and fliter.
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@@ -108,7 +108,8 @@ namespace AssetStudioGUI
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displayAll.Checked = Properties.Settings.Default.displayAll;
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displayInfo.Checked = Properties.Settings.Default.displayInfo;
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enablePreview.Checked = Properties.Settings.Default.enablePreview;
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enableModelPreview.Checked = Properties.Settings.Default.modelsOnly;
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enableModelPreview.Checked = Properties.Settings.Default.enableModelPreview;
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modelsOnly.Checked = Properties.Settings.Default.modelsOnly;
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assetsManager.ResolveDependencies = Properties.Settings.Default.enableResolveDependencies;
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MiHoYoBinData.Encrypted = Properties.Settings.Default.encrypted;
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MiHoYoBinData.Key = Properties.Settings.Default.key;
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@@ -760,7 +761,7 @@ namespace AssetStudioGUI
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{
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switch (assetItem.Asset)
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{
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case GameObject m_GameObject when Properties.Settings.Default.modelsOnly:
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case GameObject m_GameObject when Properties.Settings.Default.enableModelPreview:
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PreviewGameObject(m_GameObject);
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break;
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case Texture2D m_Texture2D:
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@@ -791,7 +792,7 @@ namespace AssetStudioGUI
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case Sprite m_Sprite:
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PreviewSprite(assetItem, m_Sprite);
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break;
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case Animator m_Animator when Properties.Settings.Default.modelsOnly:
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case Animator m_Animator when Properties.Settings.Default.enableModelPreview:
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//StatusStripUpdate("Can be exported to FBX file.");
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PreviewAnimator(m_Animator);
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break;
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@@ -1966,9 +1967,9 @@ namespace AssetStudioGUI
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Properties.Settings.Default.selectedAssetMapType = assetMapTypeComboBox.SelectedIndex;
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Properties.Settings.Default.Save();
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}
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private void enableModelPreview_CheckedChanged(object sender, EventArgs e)
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private void modelsOnly_CheckedChanged(object sender, EventArgs e)
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{
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Properties.Settings.Default.modelsOnly = enableModelPreview.Checked;
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Properties.Settings.Default.modelsOnly = modelsOnly.Checked;
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Properties.Settings.Default.Save();
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if (visibleAssets.Count > 0)
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@@ -1976,6 +1977,11 @@ namespace AssetStudioGUI
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FilterAssetList();
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}
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}
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private void enableModelPreview_CheckedChanged(object sender, EventArgs e)
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{
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Properties.Settings.Default.enableModelPreview = enableModelPreview.Checked;
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Properties.Settings.Default.Save();
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}
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private void specifyGame_SelectedIndexChanged(object sender, EventArgs e)
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{
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