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always provide notex
This adds a special VFS providing textures/radiant/notex and shadernotex. This way, game packs does not have to provide them using the hardcoded textures/radiant/[shader]notex path (some games prefer other prefixes). It also allows GtkRadiant to not crash at startup when a wrong game path is set. It would also prevents radiant to fail where it tries to load these textures on very early stage when the whole VFS is not yet loaded, for example on pk3dir scenario. The notex and shadernotex textures come from Unvanquished's tex-common package and are distributed under public domain-like CC0 1.0 Universal license: https://creativecommons.org/publicdomain/zero/1.0/ See: https://github.com/UnvanquishedAssets/tex-common_src.dpkdir/blob/master/about/tex-common.txt
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install/base/textures/radiant/notex.png
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install/base/textures/radiant/notex.png
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install/base/textures/radiant/shadernotex.png
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install/base/textures/radiant/shadernotex.png
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@ -823,6 +823,10 @@ void QE_InitVFS( void ){
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// *nix systems have a dual filesystem in ~/.q3a, which is searched first .. so we need to add that too
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Str directory,prefabs;
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Str basePakPath = g_strAppPath.GetBuffer();
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basePakPath += "base";
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vfsInitDirectory( basePakPath.GetBuffer() );
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// TTimo: let's leave this to HL mode for now
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if ( g_pGameDescription->mGameFile == "hl.game" ) {
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// Hydra: we search the "gametools" path first so that we can provide editor
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