175ce35def52e978c45311998f4d581f85c5f70a
Pure-animation FBX (no meshes, skeleton clips only) was rejected at the cache layer: ParsedModel::Valid() required non-empty meshes, so Model::FromParsed/LoadModel returned null and the asset never made it into the cache. Animation assets are now first-class: - ParsedModel::Valid() = meshes or clips non-empty; parse failures (both empty) still rejected. Empty-mesh consumers already guarded (rendering skips empty mesh loop, mesh collider falls back to Box) - ParseFromDisk: fix null-deref when assimp returns a null scene - AssetCache::Find(path) + AssetManager::GetModelByPath for panels - Asset Browser hover card shows meshes/bones/clips for loaded models - Inspector model line flags "animation-only" when meshes == 0 - Animation section: collapsible clip data table (name/duration/ channel count) to verify bone-name matching of attached clips
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5.6 MiB
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