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No need for server-only aps to generate visible textures. (the other had a transcription error)
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@ -287,6 +287,8 @@ bool TerrainBlock::_setBaseTexFormat(void *obj, const char *index, const char *d
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{
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terrain->mBaseTexFormat = (BaseTexFormat)eTable[i].mInt;
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terrain->_updateMaterials();
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if (terrain->isServerObject()) return false;
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terrain->_updateLayerTexture();
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// If the cached base texture is older that the terrain file or
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// it doesn't exist then generate and cache it.
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