Stopped freeing assembly file memory after load since its in the transient buffer anyways.
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@ -105,12 +105,6 @@ ConstructAssemblyFromDefinition (assembly* Assembly, led_system* LedSystem)
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}
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}
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}
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}
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// NOTE(Peter): These are here so that if we load 2+ sculptures, they don't all
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// end up on top of one another. Purely aesthetic. Can remove once we implement
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// scene editing tools
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static v4 TempAssemblyOffsets[] = { v4{0, 0, 0, 0}, v4{250, 0, 75, 0}, v4{-250, 0, 75, 0} };
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s32 TempAssemblyOffsetsCount = 3;
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internal void
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internal void
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LoadAssembly (assembly_array* Assemblies, led_system* LedSystem, gs_memory_arena* Scratch, context Context, gs_const_string Path, event_log* GlobalLog)
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LoadAssembly (assembly_array* Assemblies, led_system* LedSystem, gs_memory_arena* Scratch, context Context, gs_const_string Path, event_log* GlobalLog)
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{
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{
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@ -129,7 +123,6 @@ LoadAssembly (assembly_array* Assemblies, led_system* LedSystem, gs_memory_arena
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if (ParseAssemblyFile(NewAssembly, FileName, AssemblyFileText, Scratch))
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if (ParseAssemblyFile(NewAssembly, FileName, AssemblyFileText, Scratch))
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{
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{
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ConstructAssemblyFromDefinition(NewAssembly, LedSystem);
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ConstructAssemblyFromDefinition(NewAssembly, LedSystem);
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AllocatorFree(Context.ThreadContext.Allocator, AssemblyFile.Memory, AssemblyFile.Size);
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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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