Removes a shit ton of random debug logging
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@@ -6,12 +6,12 @@
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#include <cmath>
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#include "engine/assets/image/ImageView.hpp"
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#include "engine/assets/stores.hpp"
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#include "engine/assets/texture/Texture.hpp"
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#include "engine/debug/logging/logging.hpp"
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#include "engine/filesystem/scanner/FileScanner.hpp"
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#include "engine/filesystem/types.hpp"
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#include "engine/assets/image/ImageView.hpp"
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#include "engine/assets/texture/Texture.hpp"
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#include "safe_include.hpp"
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namespace fgl::engine::filesystem
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@@ -41,6 +41,14 @@ namespace fgl::engine::filesystem
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current = std::make_unique< DirInfo >( test_path );
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}
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void destroyFileGUI()
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{
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folder_texture.reset();
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file_texture.reset();
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up_texture.reset();
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file_textures.clear();
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}
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void FileBrowser::drawGui( [[maybe_unused]] FrameInfo& info )
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{
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ZoneScoped;
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@@ -26,4 +26,6 @@ namespace fgl::engine::filesystem
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static void drawFolder( const DirInfo& data );
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};
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void destroyFileGUI();
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} // namespace fgl::engine::filesystem
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@@ -235,6 +235,7 @@ namespace fgl::engine::gui
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void cleanupImGui()
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{
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ZoneScoped;
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filesystem::destroyFileGUI();
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ImGui_ImplVulkan_Shutdown();
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ImGui_ImplGlfw_Shutdown();
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ImGui::DestroyContext();
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@@ -22,7 +22,7 @@ int main()
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engine_ctx.TEMPhookGuiRender( gui::drawMainGUI );
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// Now we need to create the camera for the editor.
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CameraManager& camera_manager { CameraManager::getInstance() };
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CameraManager& camera_manager { engine_ctx.cameraManager() };
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auto& editor_camera { camera_manager.getPrimary() };
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