Quake brushes are not deserialized correctly, meaning you can build navmesh without rebuilding the quake map first.
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@@ -557,6 +557,7 @@ namespace Nuake
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m_EditorCamera->Deserialize(j["m_EditorCamera"]);
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}
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// TODO: Move this to post deserialize.
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auto view = m_Registry.view<ParentComponent>();
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for (auto e : view)
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{
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@@ -569,6 +570,14 @@ namespace Nuake
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parentEntity.AddChild(entity);
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}
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// This will turn the deserialized entity ids into actual Entities.
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// This has to be done after the whole scene has been deserialized
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// to make sure we can fetch the id in the scene. Otherwise, we could
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m_Registry.each([this](auto e) {
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auto entity = Entity{ e, this };
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entity.PostDeserialize();
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});
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return true;
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}
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