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move cull fix above FixSectoredComponent or else it nres
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@ -140,16 +140,16 @@ 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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// Fix cull groups only when not from an asset bundle (because then they're there on purpose!)
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}
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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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if (detail.keepLoaded && !isFromAssetBundle && component is SectorCullGroup or SectorCollisionGroup or SectorLightsCullGroup)
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{
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UnityEngine.Object.DestroyImmediate(component);
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continue;
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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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FixSectoredComponent(component, sector, existingSectors);
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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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if (detail.keepLoaded && !isFromAssetBundle && component is SectorCullGroup or SectorCollisionGroup or SectorLightsCullGroup)
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{
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UnityEngine.Object.DestroyImmediate(component);
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continue;
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}
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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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