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hudMessages.emplace_back(std::move(compilationText), "This may take some time if shaders are not cached yet.\nRemix will not render properly until compilation is finished.");
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}
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if (common->getSceneManager().areReplacementsLoading()) {
for (std::size_t i{ 0U }; i < replacementStates.size(); ++i) {
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auto&& replacementState = replacementStates[i];
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// Add a newline when reporting on more than one mod in a loading state
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if (loadingReplacementStateCount != 0) {
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replacementLoadingSubtext += '\n';
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}
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// Hide individual mod progress messages beyond a requested amount
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// Note: This ensures if for some reason there are a significant amount of mods in place that the screen will not be filled with progress hud messages.
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constexpr std::size_t maxModProgressCount{ 4 };
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if (loadingReplacementStateCount >= maxModProgressCount) {
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replacementLoadingSubtext += str::format(replacementStates.size() - maxModProgressCount, " more hidden...");
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break;
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}
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// Set the progress message if the mod is in a loading state and increment the number of currently loading mods
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switch (replacementState.progressState) {
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case Mod::ProgressState::OpeningUSD: replacementLoadingSubtext += str::format("Opening USD"); break;
// Sets the Mod progress state, only to be used when setting to Unloaded, OpeningUSD or Loaded. Use setStateWithProgress for other states.
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voidsetState(ProgressState progressState) {
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// Note: This set state function is only intended to be used with states that do not have progress associated with them.
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assert(
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progressState == ProgressState::Unloaded ||
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progressState == ProgressState::OpeningUSD ||
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progressState == ProgressState::Loaded
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);
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m_state = encodeProgressState(progressState);
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}
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// Sets the Mod progress state with a progress count value, only to be used when setting to ProcessingMaterials/Meshes/Lights. Use setState for other states.
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