Update all the hardcoded filenames inside the level.pak file to be lowercase now the editor no longer forces them to be lower case. (#4802)
Signed-off-by: rgba16f <82187279+rgba16f@users.noreply.github.com>
This commit is contained in:
@@ -31,11 +31,11 @@
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#include <AzToolsFramework/Entity/EditorEntityContextBus.h>
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//////////////////////////////////////////////////////////////////////////
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#define MUSIC_LEVEL_LIBRARY_FILE "Music.xml"
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#define MATERIAL_LEVEL_LIBRARY_FILE "Materials.xml"
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#define RESOURCE_LIST_FILE "ResourceList.txt"
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#define USED_RESOURCE_LIST_FILE "UsedResourceList.txt"
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#define SHADER_LIST_FILE "ShadersList.txt"
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#define MUSIC_LEVEL_LIBRARY_FILE "music.xml"
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#define MATERIAL_LEVEL_LIBRARY_FILE "materials.xml"
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#define RESOURCE_LIST_FILE "resourcelist.txt"
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#define USED_RESOURCE_LIST_FILE "usedresourcelist.txt"
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#define SHADER_LIST_FILE "shaderslist.txt"
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#define GetAValue(rgb) ((BYTE)((rgb) >> 24))
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@@ -185,9 +185,9 @@ bool CGameExporter::Export(unsigned int flags, [[maybe_unused]] EEndian eExportE
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ExportOcclusionMesh(sLevelPath.toUtf8().data());
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//! Export Level data.
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CLogFile::WriteLine("Exporting LevelData.xml");
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CLogFile::WriteLine("Exporting leveldata.xml");
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ExportLevelData(sLevelPath);
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CLogFile::WriteLine("Exporting LevelData.xml done.");
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CLogFile::WriteLine("Exporting leveldata.xml done.");
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ExportLevelInfo(sLevelPath);
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@@ -266,26 +266,26 @@ void CGameExporter::ExportOcclusionMesh(const char* pszGamePath)
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void CGameExporter::ExportLevelData(const QString& path, bool /*bExportMission*/)
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{
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IEditor* pEditor = GetIEditor();
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pEditor->SetStatusText(QObject::tr("Exporting LevelData.xml..."));
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pEditor->SetStatusText(QObject::tr("Exporting leveldata.xml..."));
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char versionString[256];
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pEditor->GetFileVersion().ToString(versionString);
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XmlNodeRef root = XmlHelpers::CreateXmlNode("LevelData");
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XmlNodeRef root = XmlHelpers::CreateXmlNode("leveldata");
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root->setAttr("SandboxVersion", versionString);
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XmlNodeRef rootAction = XmlHelpers::CreateXmlNode("LevelDataAction");
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XmlNodeRef rootAction = XmlHelpers::CreateXmlNode("leveldataaction");
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rootAction->setAttr("SandboxVersion", versionString);
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//////////////////////////////////////////////////////////////////////////
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// Save Level Data XML
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//////////////////////////////////////////////////////////////////////////
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QString levelDataFile = path + "LevelData.xml";
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QString levelDataFile = path + "leveldata.xml";
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XmlString xmlData = root->getXML();
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CCryMemFile file;
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file.Write(xmlData.c_str(), static_cast<unsigned int>(xmlData.length()));
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m_levelPak.m_pakFile.UpdateFile(levelDataFile.toUtf8().data(), file);
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QString levelDataActionFile = path + "LevelDataAction.xml";
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QString levelDataActionFile = path + "leveldataaction.xml";
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XmlString xmlDataAction = rootAction->getXML();
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CCryMemFile fileAction;
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fileAction.Write(xmlDataAction.c_str(), static_cast<unsigned int>(xmlDataAction.length()));
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@@ -298,7 +298,7 @@ void CGameExporter::ExportLevelData(const QString& path, bool /*bExportMission*/
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if (savedEntities)
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{
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QString entitiesFile;
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entitiesFile = QStringLiteral("%1%2.entities_xml").arg(path, "Mission0");
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entitiesFile = QStringLiteral("%1%2.entities_xml").arg(path, "mission0");
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m_levelPak.m_pakFile.UpdateFile(entitiesFile.toUtf8().data(), entitySaveBuffer.begin(), static_cast<int>(entitySaveBuffer.size()));
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}
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}
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@@ -326,7 +326,7 @@ void CGameExporter::ExportLevelInfo(const QString& path)
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//////////////////////////////////////////////////////////////////////////
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// Save LevelInfo file.
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//////////////////////////////////////////////////////////////////////////
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QString filename = path + "LevelInfo.xml";
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QString filename = path + "levelinfo.xml";
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XmlString xmlData = root->getXML();
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CCryMemFile file;
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