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Fortnite InstalledBundles
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Submodule CUE4Parse updated: b337a88a7e...c6a6e8b519
@@ -118,6 +118,13 @@ namespace FModel.ViewModels
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SearchOption.AllDirectories, true, versions);
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SearchOption.AllDirectories, true, versions);
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break;
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break;
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}
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}
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case FGame.FortniteGame:
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Provider = new DefaultFileProvider(new DirectoryInfo(gameDirectory), new List<DirectoryInfo>
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{
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new(Environment.GetFolderPath(Environment.SpecialFolder.LocalApplicationData) + "\\FortniteGame\\Saved\\PersistentDownloadDir\\InstalledBundles"),
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},
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SearchOption.AllDirectories, true, versions);
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break;
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case FGame.Unknown when UserSettings.Default.ManualGames.TryGetValue(gameDirectory, out var settings):
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case FGame.Unknown when UserSettings.Default.ManualGames.TryGetValue(gameDirectory, out var settings):
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{
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{
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versions = new VersionContainer(settings.OverridedGame, UserSettings.Default.OverridedPlatform,
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versions = new VersionContainer(settings.OverridedGame, UserSettings.Default.OverridedPlatform,
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@@ -769,7 +776,14 @@ namespace FModel.ViewModels
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private void SaveExport(UObject export)
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private void SaveExport(UObject export)
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{
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{
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var toSave = new Exporter(export, UserSettings.Default.TextureExportFormat, UserSettings.Default.LodExportFormat, UserSettings.Default.MeshExportFormat, UserSettings.Default.OverridedPlatform);
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var exportOptions = new ExporterOptions()
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{
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TextureFormat = UserSettings.Default.TextureExportFormat,
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LodFormat = UserSettings.Default.LodExportFormat,
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MeshFormat = UserSettings.Default.MeshExportFormat,
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Platform = UserSettings.Default.OverridedPlatform
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};
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var toSave = new Exporter(export, exportOptions);
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var toSaveDirectory = new DirectoryInfo(UserSettings.Default.ModelDirectory);
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var toSaveDirectory = new DirectoryInfo(UserSettings.Default.ModelDirectory);
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if (toSave.TryWriteToDir(toSaveDirectory, out var savedFileName))
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if (toSave.TryWriteToDir(toSaveDirectory, out var savedFileName))
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{
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{
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@@ -184,9 +184,16 @@ namespace FModel.ViewModels
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await _threadWorkerView.Begin(_ =>
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await _threadWorkerView.Begin(_ =>
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{
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{
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var exportOptions = new CUE4Parse_Conversion.ExporterOptions()
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{
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TextureFormat = UserSettings.Default.TextureExportFormat,
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LodFormat = UserSettings.Default.LodExportFormat,
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MeshFormat = UserSettings.Default.MeshExportFormat,
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Platform = UserSettings.Default.OverridedPlatform
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};
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foreach (var model in _loadedModels)
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foreach (var model in _loadedModels)
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{
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{
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var toSave = new CUE4Parse_Conversion.Exporter(model.Export, UserSettings.Default.TextureExportFormat, UserSettings.Default.LodExportFormat, UserSettings.Default.MeshExportFormat, UserSettings.Default.OverridedPlatform);
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var toSave = new CUE4Parse_Conversion.Exporter(model.Export, exportOptions);
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if (toSave.TryWriteToDir(new DirectoryInfo(folderBrowser.SelectedPath), out var savedFileName))
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if (toSave.TryWriteToDir(new DirectoryInfo(folderBrowser.SelectedPath), out var savedFileName))
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{
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{
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Log.Information("Successfully saved {FileName}", savedFileName);
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Log.Information("Successfully saved {FileName}", savedFileName);
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