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Removes current implement of shadow caching
Also removes EC stuff as it's not ready for prime-time yet
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141 changed files with 67 additions and 19491 deletions
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@ -38,9 +38,6 @@
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#include "T3D/gameBase/gameConnection.h"
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#include "math/mathUtils.h"
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#include "T3D/components/render/renderComponentInterface.h"
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#include "T3D/systems/render/meshRenderSystem.h"
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// For player object bounds workaround.
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#include "T3D/player.h"
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@ -361,8 +358,6 @@ void SceneManager::_renderScene( SceneRenderState* state, U32 objectMask, SceneZ
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if( gEditingMission && state->isDiffusePass() )
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objectMask = EDITOR_RENDER_TYPEMASK;
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MeshRenderSystem::render(this, state);
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// Update the zoning state and traverse zones.
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if( getZoneManager() )
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