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https://github.com/4sval/FModel.git
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fixed opengl being triggered when not needed
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@@ -78,6 +78,13 @@ public class CUE4ParseViewModel : ViewModel
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set => SetProperty(ref _modelIsOverwritingMaterial, value);
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}
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private bool _modelIsWaitingAnimation;
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public bool ModelIsWaitingAnimation
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{
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get => _modelIsWaitingAnimation;
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set => SetProperty(ref _modelIsWaitingAnimation, value);
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}
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public bool IsSnooperOpen => _snooper is { Exists: true, IsVisible: true };
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private Snooper _snooper;
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public Snooper SnooperViewer
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@@ -909,7 +916,7 @@ public class CUE4ParseViewModel : ViewModel
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SnooperViewer.Run();
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return true;
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}
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case UAnimSequenceBase when isNone && UserSettings.Default.PreviewAnimations || SnooperViewer.Renderer.Options.ModelIsWaitingAnimation:
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case UAnimSequenceBase when isNone && UserSettings.Default.PreviewAnimations || ModelIsWaitingAnimation:
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{
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// animate all animations using their specified skeleton or when we explicitly asked for a loaded model to be animated (ignoring whether we wanted to preview animations)
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SnooperViewer.Renderer.Animate(pointer.Object.Value);
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@@ -16,7 +16,6 @@ namespace FModel.Views.Snooper;
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public class Options
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{
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public FGuid SelectedModel { get; private set; }
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public bool ModelIsWaitingAnimation { get; private set; }
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public int SelectedSection { get; private set; }
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public int SelectedMorph { get; private set; }
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public int SelectedAnimation{ get; private set; }
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@@ -238,7 +237,7 @@ public class Options
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public void AnimateMesh(bool value)
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{
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ModelIsWaitingAnimation = value;
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Services.ApplicationService.ApplicationView.CUE4Parse.ModelIsWaitingAnimation = value;
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}
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public void ResetModelsLightsAnimations()
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