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Prefer higher-res variants for all textures
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1 changed files with 6 additions and 7 deletions
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@ -164,15 +164,14 @@ std::vector<std::string> AssetManager::getOverlayIds() const {
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}
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}
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std::string AssetManager::resolveLayeredPath(const std::string& normalizedPath) const {
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std::string AssetManager::resolveLayeredPath(const std::string& normalizedPath) const {
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// For character textures, pick the highest-resolution variant across overlays/base.
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// For textures (.blp), pick the highest-resolution variant across overlays/base.
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// Turtle/classic overlays often include low-res character skins; the base dataset may have higher-res.
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// Turtle/classic overlays can include lower-res textures; the base dataset may have higher-res.
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auto isCharacterTexture = [&]() -> bool {
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auto isBlpTexture = [&]() -> bool {
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if (normalizedPath.size() < 4) return false;
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return normalizedPath.size() >= 4 &&
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if (normalizedPath.rfind("character\\", 0) != 0) return false;
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normalizedPath.compare(normalizedPath.size() - 4, 4, ".blp") == 0;
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return normalizedPath.compare(normalizedPath.size() - 4, 4, ".blp") == 0;
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};
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};
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if (isCharacterTexture()) {
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if (isBlpTexture()) {
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uint64_t bestSize = 0;
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uint64_t bestSize = 0;
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std::string bestFsPath;
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std::string bestFsPath;
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