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put every include before every import
A header first pulled in through an imported module's global module fragment leaves no include guard in the importing unit - macros do not cross a module boundary - so a later textual include parses it again and MSVC rejects the redefinition. Redoes the betterRenderer sweep with placement that stays out of #if blocks, which is where the previous one dropped <fstream> and broke nvrenderer_d3d12.cpp.
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@@ -3,21 +3,21 @@
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#include "nvrenderer/nvrenderer.h"
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#include "utilities/Globals_macros.h"
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import eu07.utilities.globals;
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import eu07.utilities.logs;
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#include <fmt/format.h>
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import eu07.model.material;
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import eu07.utilities.parser;
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#include "utilities/utilities_macros.h"
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import eu07.utilities.utilities;
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#include <yaml-cpp/yaml.h>
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#include <string>
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#include <filesystem>
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#include <memory>
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#include <optional>
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#include <sstream>
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#include <utility>
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#include <fmt/format.h>
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#include "utilities/utilities_macros.h"
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#include <yaml-cpp/yaml.h>
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#include <string>
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#include <filesystem>
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import eu07.utilities.globals;
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import eu07.utilities.logs;
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import eu07.model.material;
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import eu07.utilities.parser;
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import eu07.utilities.utilities;
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std::string_view MaterialAdapter::GetTexturePathForEntry(
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std::string_view key) const {
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if (m_material_internal) {
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