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clamp spot angle to 179,
up custommaterial inputs to 16 add Material::PhotometricMask:handling to processedcustommaterial and for paranoias sake go ahead and be explicit about _getLightMaterial (those *should* be unneeded as they optionally default to that, but it's how they were in the beatup fork during testing)
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4 changed files with 5 additions and 4 deletions
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@ -361,6 +361,7 @@ void ProcessedCustomMaterial::setTextureStages( SceneRenderState *state, const S
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break;
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case Material::Mask:
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case Material::PhotometricMask:
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case Material::Standard:
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case Material::Bump:
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case Material::Detail:
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