CustomAssetLibrary: Add virtual destructor
This is used as a base pointer inside CustomPipelineAction, so this should probably really have a virtual destructor to ensure derived objects are torn down properly.
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@ -31,6 +31,8 @@ public:
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CustomAssetLibrary::TimeType m_load_time = {};
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};
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virtual ~CustomAssetLibrary() = default;
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// Loads a texture, if there are no levels, bytes loaded will be empty
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virtual LoadInfo LoadTexture(const AssetID& asset_id, TextureData* data) = 0;
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