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fix for diffuse map mangling in several cases, filter imposters out of real time lighting (for now?) fix the blankskybox via a resave, and filter "badfilereference" and "failed" assets out of variable replacement for the project converter
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10 changed files with 18 additions and 18 deletions
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@ -421,7 +421,7 @@ void ProcessedMaterial::_setStageData()
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//If we start with a #, we're probably actually attempting to hit a named target and it may not get a hit on the first pass. So we'll
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//pass on the error rather than spamming the console
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if (!String(mMaterial->mDiffuseMapName[i]).startsWith("#"))
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mMaterial->logError("Failed to load diffuse map %s for stage %i", _getTexturePath(mMaterial->mDiffuseMapName[i]).c_str(), i);
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mMaterial->logError("Failed to load diffuse map %s for stage %i", mMaterial->mDiffuseMapName[i], i);
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// Load a debug texture to make it clear to the user
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// that the texture for this stage was missing.
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