Fix sprite sheet creation logic#2978
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suhailmalik07 wants to merge 2 commits intoaxmolengine:devfrom
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Should this be targeting the |
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/clang-format |
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👋 @halx99 Command /clang-format received. Running code formatting, please wait... |
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✅ Formatting completed and changes have been committed to the PR branch: |
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- Changed SpriteSheet loading logic to check if a sheet already exists. - If found, reuse and fill missing sprites instead of creating a new sheet. - Prevents incorrect `full` flag when Android/iOS partial memory cleanup removes some sprites. - Ensures subsequent reloads correctly restore all frames without missing assets. refer: #2978
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I merge this PR patch to |
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Describe your changes
Instead of creating new SpriteSheet on loading, Now it'll check if that SpriteSheet already exists, if it does use and fill it otherwise create new.
Let me know if needs more details or other issues in the PR.
Issue ticket number and link
Currently if SpriteSheet is partially deleted by android/ios partial memory cleanup. Reloading it again loads only missing sprites to a new SpriteSheet and marks it as
fullbut it's not full. So If the cleanup happens again some sprites will be missed an not loaded again even after multiple tries.Checklist before requesting a review
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