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move cull fix above FixSectoredComponent or else it nres
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@ -140,9 +140,6 @@ namespace NewHorizons.Builder.Props
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}
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}
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else
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else
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{
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{
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FixSectoredComponent(component, sector, existingSectors);
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}
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// Fix cull groups only when not from an asset bundle (because then they're there on purpose!)
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// Fix cull groups only when not from an asset bundle (because then they're there on purpose!)
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// keepLoaded should remove existing groups
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// keepLoaded should remove existing groups
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// renderers/colliders get enabled later so we dont have to do that here
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// renderers/colliders get enabled later so we dont have to do that here
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@ -152,6 +149,9 @@ namespace NewHorizons.Builder.Props
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continue;
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continue;
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}
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}
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FixSectoredComponent(component, sector, existingSectors);
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}
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// Asset bundle is a real string -> Object loaded from unity
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// Asset bundle is a real string -> Object loaded from unity
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// If they're adding dialogue we have to manually register the xml text
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// If they're adding dialogue we have to manually register the xml text
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if (isFromAssetBundle && component is CharacterDialogueTree dialogue)
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if (isFromAssetBundle && component is CharacterDialogueTree dialogue)
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