Finalize library bootstrap status and stabilize async asset regressions
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@@ -565,12 +565,12 @@ TEST_F(SceneTest, Save_ContainsHierarchyAndComponentEntries) {
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std::filesystem::remove(scenePath);
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}
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TEST_F(SceneTest, SaveAndLoad_PreservesMeshComponentPaths) {
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TEST_F(SceneTest, SaveAndLoad_PreservesBuiltinMeshComponentPaths) {
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GameObject* meshObject = testScene->CreateGameObject("Backpack");
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auto* meshFilter = meshObject->AddComponent<MeshFilterComponent>();
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auto* meshRenderer = meshObject->AddComponent<MeshRendererComponent>();
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meshFilter->SetMeshPath("Assets/Models/backpack/backpack.obj");
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meshRenderer->SetMaterialPath(0, "Assets/Materials/backpack.mat");
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meshFilter->SetMeshPath("builtin://meshes/cube");
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meshRenderer->SetMaterialPath(0, "builtin://materials/default-primitive");
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meshRenderer->SetCastShadows(false);
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meshRenderer->SetReceiveShadows(true);
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meshRenderer->SetRenderLayer(4);
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@@ -589,9 +589,9 @@ TEST_F(SceneTest, SaveAndLoad_PreservesMeshComponentPaths) {
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ASSERT_NE(loadedMeshFilter, nullptr);
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ASSERT_NE(loadedMeshRenderer, nullptr);
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EXPECT_EQ(loadedMeshFilter->GetMeshPath(), "Assets/Models/backpack/backpack.obj");
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EXPECT_EQ(loadedMeshFilter->GetMeshPath(), "builtin://meshes/cube");
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ASSERT_EQ(loadedMeshRenderer->GetMaterialCount(), 1u);
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EXPECT_EQ(loadedMeshRenderer->GetMaterialPath(0), "Assets/Materials/backpack.mat");
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EXPECT_EQ(loadedMeshRenderer->GetMaterialPath(0), "builtin://materials/default-primitive");
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EXPECT_FALSE(loadedMeshRenderer->GetCastShadows());
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EXPECT_TRUE(loadedMeshRenderer->GetReceiveShadows());
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EXPECT_EQ(loadedMeshRenderer->GetRenderLayer(), 4u);
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@@ -699,7 +699,7 @@ TEST(Scene_ProjectSample, MainSceneStaysLightweightForEditorStartup) {
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EXPECT_NE(loadedScene.Find("Camera"), nullptr);
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EXPECT_NE(loadedScene.Find("Light"), nullptr);
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EXPECT_NE(loadedScene.Find("Cube"), nullptr);
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EXPECT_NE(loadedScene.Find("Sphere"), nullptr);
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EXPECT_EQ(loadedScene.Find("BackpackMesh"), nullptr);
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EXPECT_EQ(FindGameObjectsByMeshPath(loadedScene, "Assets/Models/backpack/backpack.obj").size(), 0u);
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}
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