feat(runtime): split model asset load checkpoints
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@@ -120,8 +120,10 @@ pub enum MissionLoadPhase {
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GraphVisuals,
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/// Prepare all reachable visual/resource dependencies.
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Assets,
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/// Decode model meshes and their WEAR tables.
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AssetModels,
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/// Decode and validate MSH model meshes.
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AssetModelMeshes,
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/// Decode WEAR material tables.
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AssetWearTables,
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/// Resolve MAT0 material documents.
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AssetMaterials,
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/// Decode diffuse textures and baked lightmaps.
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@@ -707,7 +709,8 @@ fn load_mission_with_options_and_progress(
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let mut last_asset_phase = None;
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let mut observe_asset_phase = |phase| {
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let runtime_phase = match phase {
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AssetPreparationPhase::ModelAndWear => MissionLoadPhase::AssetModels,
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AssetPreparationPhase::ModelMesh => MissionLoadPhase::AssetModelMeshes,
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AssetPreparationPhase::WearTable => MissionLoadPhase::AssetWearTables,
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AssetPreparationPhase::Materials => MissionLoadPhase::AssetMaterials,
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AssetPreparationPhase::Textures => MissionLoadPhase::AssetTextures,
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};
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