feat: expand editor scripting asset and viewport flow
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@@ -1030,12 +1030,18 @@ TEST(Scene_ProjectSample, DeferredLoadBackpackSceneEventuallyProducesVisibleRend
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loadedScene.Load(backpackScenePath.string());
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}
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ASSERT_TRUE(PumpAsyncLoadsUntilIdle(resourceManager, std::chrono::milliseconds(10000)));
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const std::vector<GameObject*> backpackObjects =
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FindGameObjectsByMeshPath(loadedScene, "Assets/Models/backpack/backpack.obj");
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ASSERT_EQ(backpackObjects.size(), 2u);
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XCEngine::Rendering::RenderSceneExtractor extractor;
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const XCEngine::Rendering::RenderSceneData initialRenderScene =
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extractor.Extract(loadedScene, nullptr, 1280u, 720u);
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ASSERT_TRUE(initialRenderScene.HasCamera());
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EXPECT_GT(resourceManager.GetAsyncPendingCount(), 0u);
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ASSERT_TRUE(PumpAsyncLoadsUntilIdle(resourceManager, std::chrono::milliseconds(10000)));
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std::vector<MeshFilterComponent*> backpackMeshFilters;
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for (GameObject* backpackObject : backpackObjects) {
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ASSERT_NE(backpackObject, nullptr);
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@@ -1045,7 +1051,6 @@ TEST(Scene_ProjectSample, DeferredLoadBackpackSceneEventuallyProducesVisibleRend
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backpackMeshFilters.push_back(meshFilter);
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}
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XCEngine::Rendering::RenderSceneExtractor extractor;
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const XCEngine::Rendering::RenderSceneData renderScene =
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extractor.Extract(loadedScene, nullptr, 1280u, 720u);
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