diff --git a/Penumbra/Interop/Hooks/ResourceLoading/ResourceLoader.cs b/Penumbra/Interop/Hooks/ResourceLoading/ResourceLoader.cs index d5e41b56..3f8cb23f 100644 --- a/Penumbra/Interop/Hooks/ResourceLoading/ResourceLoader.cs +++ b/Penumbra/Interop/Hooks/ResourceLoading/ResourceLoader.cs @@ -256,7 +256,6 @@ public unsafe class ResourceLoader : IDisposable, IService gamePath.Path.IsAscii); fileDescriptor->ResourceHandle->FileNameData = path.Path; fileDescriptor->ResourceHandle->FileNameLength = path.Length; - MtrlForceSync(fileDescriptor, ref isSync); returnValue = DefaultLoadResource(path, fileDescriptor, priority, isSync, data); // Return original resource handle path so that they can be loaded separately. fileDescriptor->ResourceHandle->FileNameData = gamePath.Path.Path; @@ -295,16 +294,6 @@ public unsafe class ResourceLoader : IDisposable, IService } } - /// Special handling for materials. - private static void MtrlForceSync(SeFileDescriptor* fileDescriptor, ref bool isSync) - { - // Force isSync = true for Materials. I don't really understand why, - // or where the difference even comes from. - // Was called with True on my client and with false on other peoples clients, - // which caused problems. - isSync |= fileDescriptor->ResourceHandle->FileType is ResourceType.Mtrl; - } - /// /// A resource with ref count 0 that gets incremented goes through GetResourceAsync again. /// This means, that if the path determined from that is different than the resources path,