fix release builds not compiling, use correct function to check if asset pack exists
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56cadf09df
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@ -289,7 +289,7 @@ BeginRender(Vulkan* vk)
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sType: VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO,
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imageView: vk.draw_image.view,
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imageLayout: vk.draw_image.base.layout,
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loadOp: VK_ATTACHMENT_LOAD_OP_LOAD,
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loadOp: VK_ATTACHMENT_LOAD_OP_LOAD, // CLEAR instead of LOAD if wanting to clear colors, also clearColor value (or whatever)
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storeOp: VK_ATTACHMENT_STORE_OP_STORE,
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};
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@ -1710,10 +1710,13 @@ Destroy(VkInstance instance)
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void
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Destroy(VkDebugUtilsMessengerEXT dbg, VkInstance instance)
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{
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debug
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{
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if (dbg)
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{
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vkDestroyDebugUtilsMessengerEXT(instance, dbg, null);
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}
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}
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}
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void
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@ -69,7 +69,7 @@ OpenAssetPack()
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if (!Asset_Pack_Opened)
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{
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bool success = true;
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string file_path = isFile("build/assets.sgp") ? "build/assets.sgp" : "assets.sgp";
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string file_path = exists("build/assets.sgp") ? "build/assets.sgp" : "assets.sgp";
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// TODO: replace this with something that doesn't throw an exception and figure out if this is the best way to handle thing (probably isnt)
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try
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@ -78,6 +78,7 @@ OpenAssetPack()
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}
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catch (ErrnoException e)
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{
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Logf("OpenAssetPack failure: Unable to open file %s", file_path);
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assert(false, "Unable to open asset pack file");
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}
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