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A good chunk of XNO files fail to resave properly due to a Vertex Format with a type of 0x20000 being unhandled and thus writing incorrect information back to the resulting XNO.
In addition the MatrixIndices array in Vertex.cs is always definied, which causes the if (vertex.MatrixIndices != null) check in the writing process to always pass and write four extra bytes to the vertex list that should not be there, which also causes the resulting XNO to vertex explode in game due to an incorrect format.
The Maximum Node Depth value also seems to be incorrectly calculated (wvo_mapA_beach_nos_.xno should have a 1, but instead ends up with a 0 for example), but I have yet to see if that causes any issues.
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bugSomething isn't workingSomething isn't working