Fix cloth editor component logic to keep the last known mesh node and restore it later.
- Fix cloth editor component logic to keep the last known mesh node and restore it later. - Fix cloth assets slices, materials were missing.
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@@ -482,14 +482,14 @@ namespace NvCloth
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{
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bool foundNode = AZStd::find(m_meshNodeList.cbegin(), m_meshNodeList.cend(), m_config.m_meshNode) != m_meshNodeList.cend();
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if (!foundNode && !m_previousMeshNode.empty())
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if (!foundNode && !m_lastKnownMeshNode.empty())
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{
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// Check the if the mesh node previously selected is still part of the mesh list
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// to keep using it and avoid the user to select it again in the combo box.
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foundNode = AZStd::find(m_meshNodeList.cbegin(), m_meshNodeList.cend(), m_previousMeshNode) != m_meshNodeList.cend();
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foundNode = AZStd::find(m_meshNodeList.cbegin(), m_meshNodeList.cend(), m_lastKnownMeshNode) != m_meshNodeList.cend();
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if (foundNode)
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{
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m_config.m_meshNode = m_previousMeshNode;
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m_config.m_meshNode = m_lastKnownMeshNode;
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}
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}
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@@ -502,7 +502,7 @@ namespace NvCloth
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}
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}
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m_previousMeshNode = "";
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m_lastKnownMeshNode = "";
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if (m_simulateInEditor)
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{
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@@ -517,7 +517,12 @@ namespace NvCloth
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void EditorClothComponent::OnModelPreDestroy()
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{
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m_previousMeshNode = m_config.m_meshNode;
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if (m_config.m_meshNode != Internal::StatusMessageSelectNode &&
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m_config.m_meshNode != Internal::StatusMessageNoAsset &&
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m_config.m_meshNode != Internal::StatusMessageNoClothNodes)
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{
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m_lastKnownMeshNode = m_config.m_meshNode;
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}
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m_meshNodeList = { {Internal::StatusMessageNoAsset} };
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m_config.m_meshNode = Internal::StatusMessageNoAsset;
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