Hacked in AssetService to the splash screen, still needs some polish.
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@@ -209,6 +209,10 @@ namespace CaveGame::ClientApp {
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} else
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Log("Must be in-game to use this command!");
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}},
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{"save-world", {}, [this](const auto& args) {
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if (InGame())
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GameSession()->World()->Save();
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}},
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};
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@@ -105,7 +105,20 @@ namespace CaveGame::ClientApp
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this->assets.TempLoadSimple();
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this->assets.EnqueueDefaultAssetsFolder();
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OpenWorld({.NewWorld = false});
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for (int i = 0; i < 10; i++)
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{
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assets.EnqueueTexture("assets/textures/redacted.png");
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assets.EnqueueTexture("assets/textures/bg.png");
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assets.EnqueueTexture("assets/textures/player.png");
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assets.EnqueueTexture("assets/textures/explosion.png");
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assets.EnqueueTexture("assets/textures/title_1.png");
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assets.EnqueueTexture("assets/textures/ash_wip_potions.png");
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}
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ChangeScene(splash_ctx);
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//OpenWorld({.NewWorld = false});
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//this->ChangeScene(this->game_ctx);
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// TODO: Implement Resource/Asset manager rather than passing asset references around like this.
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