mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-12 15:14:35 +00:00
Merge branch 'development' of https://github.com/GarageGames/Torque3D into andOrMaybe
Conflicts: Engine/source/T3D/staticShape.cpp
This commit is contained in:
commit
dd071484da
517 changed files with 87707 additions and 178465 deletions
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@ -272,11 +272,11 @@ SimObjectPtr<SimSet> DecalRoad::smServerDecalRoadSet = NULL;
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// Constructors
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DecalRoad::DecalRoad()
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: mLoadRenderData( true ),
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mBreakAngle( 3.0f ),
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: mBreakAngle( 3.0f ),
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mSegmentsPerBatch( 10 ),
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mTextureLength( 5.0f ),
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mRenderPriority( 10 ),
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mLoadRenderData( true ),
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mMaterial( NULL ),
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mMatInst( NULL ),
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mUpdateEventId( -1 ),
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@ -1580,8 +1580,6 @@ void DecalRoad::_captureVerts()
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box.intersect( batch.bounds );
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}
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Point3F pos = getPosition();
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mWorldBox = box;
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resetObjectBox();
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@ -59,29 +59,28 @@ GuiMeshRoadEditorCtrl::GuiMeshRoadEditorCtrl()
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// tool palette
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mSelectMeshRoadMode("MeshRoadEditorSelectMode"),
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mAddMeshRoadMode("MeshRoadEditorAddRoadMode"),
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mMovePointMode("MeshRoadEditorMoveMode"),
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mRotatePointMode("MeshRoadEditorRotateMode"),
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mScalePointMode("MeshRoadEditorScaleMode"),
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mAddNodeMode("MeshRoadEditorAddNodeMode"),
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mInsertPointMode("MeshRoadEditorInsertPointMode"),
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mRemovePointMode("MeshRoadEditorRemovePointMode"),
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mMode(mSelectMeshRoadMode),
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mHasCopied( false ),
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mIsDirty( false ),
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mRoadSet( NULL ),
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mSelNode( -1 ),
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mSelRoad( NULL ),
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mHoverRoad( NULL ),
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mHoverNode( -1 ),
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mDefaultWidth( 10.0f ),
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mDefaultDepth( 5.0f ),
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mDefaultNormal( 0,0,1 ),
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mAddNodeIdx( 0 ),
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mNodeHalfSize( 4,4 ),
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mHoverSplineColor( 255,0,0,255 ),
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mSelectedSplineColor( 0,255,0,255 ),
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mHoverNodeColor( 255,255,255,255 )
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mMovePointMode("MeshRoadEditorMoveMode"),
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mScalePointMode("MeshRoadEditorScaleMode"),
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mRotatePointMode("MeshRoadEditorRotateMode"),
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mIsDirty( false ),
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mRoadSet( NULL ),
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mSelNode( -1 ),
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mHoverNode( -1 ),
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mAddNodeIdx( 0 ),
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mSelRoad( NULL ),
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mHoverRoad( NULL ),
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mMode(mSelectMeshRoadMode),
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mDefaultWidth( 10.0f ),
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mDefaultDepth( 5.0f ),
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mDefaultNormal( 0,0,1 ),
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mNodeHalfSize( 4,4 ),
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mHoverSplineColor( 255,0,0,255 ),
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mSelectedSplineColor( 0,255,0,255 ),
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mHoverNodeColor( 255,255,255,255 ),
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mHasCopied( false )
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{
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mMaterialName[Top] = StringTable->insert("DefaultRoadMaterialTop");
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mMaterialName[Bottom] = StringTable->insert("DefaultRoadMaterialOther");
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@ -52,9 +52,9 @@ ConsoleDocClass( GuiRiverEditorCtrl,
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);
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GuiRiverEditorCtrl::GuiRiverEditorCtrl()
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: mDefaultNormal( 0, 0, 1 ),
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mDefaultWidth( 10.0f ),
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mDefaultDepth( 5.0f )
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: mDefaultWidth( 10.0f ),
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mDefaultDepth( 5.0f ),
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mDefaultNormal( 0, 0, 1 )
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{
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// Each of the mode names directly correlates with the River Editor's
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// tool palette
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@ -1713,8 +1713,6 @@ void MeshRoad::_generateSlices()
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}
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}
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Point3F pos = getPosition();
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mWorldBox = box;
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resetObjectBox();
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@ -593,14 +593,14 @@ IMPLEMENT_CO_NETOBJECT_V1(River);
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River::River()
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: mMetersPerSegment(10.0f),
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mSegmentsPerBatch(10),
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: mSegmentsPerBatch(10),
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mMetersPerSegment(10.0f),
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mDepthScale(1.0f),
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mFlowMagnitude(1.0f),
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mLodDistance( 50.0f ),
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mMaxDivisionSize(2.5f),
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mMinDivisionSize(0.25f),
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mColumnCount(5),
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mFlowMagnitude(1.0f),
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mLodDistance( 50.0f )
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mColumnCount(5)
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{
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mNetFlags.set( Ghostable | ScopeAlways );
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@ -1592,8 +1592,6 @@ void River::_generateSlices()
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}
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}
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Point3F pos = getPosition();
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mWorldBox = box;
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//mObjBox.minExtents -= pos;
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//mObjBox.maxExtents -= pos;
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@ -379,7 +379,7 @@ void ScatterSky::initPersistFields()
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"Enables/disables shadows cast by objects due to ScatterSky light." );
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addField("staticRefreshFreq", TypeS32, Offset(mStaticRefreshFreq, ScatterSky), "static shadow refresh rate (milliseconds)");
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addField("dynamicRefreshFreq", TypeS32, Offset(mDynamicRefreshFreq, ScatterSky), "dynamic shadow refresh rate (milliseconds)");
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addField("dynamicRefreshFreq", TypeS32, Offset(mDynamicRefreshFreq, ScatterSky), "dynamic shadow refresh rate (milliseconds)", AbstractClassRep::FieldFlags::FIELD_HideInInspectors);
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addField( "brightness", TypeF32, Offset( mBrightness, ScatterSky ),
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"The brightness of the ScatterSky's light object." );
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@ -168,7 +168,7 @@ void Sun::initPersistFields()
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"Enables/disables shadows cast by objects due to Sun light");
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addField("staticRefreshFreq", TypeS32, Offset(mStaticRefreshFreq, Sun), "static shadow refresh rate (milliseconds)");
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addField("dynamicRefreshFreq", TypeS32, Offset(mDynamicRefreshFreq, Sun), "dynamic shadow refresh rate (milliseconds)");
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addField("dynamicRefreshFreq", TypeS32, Offset(mDynamicRefreshFreq, Sun), "dynamic shadow refresh rate (milliseconds)", AbstractClassRep::FieldFlags::FIELD_HideInInspectors);
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endGroup( "Lighting" );
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@ -189,7 +189,6 @@ void WaterBlock::setupVBIB()
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//-----------------------------------------------------------------------------
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void WaterBlock::setupVertexBlock( U32 width, U32 height, U32 rowOffset )
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{
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Point3F pos = getPosition();
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RayInfo rInfo;
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VectorF sunVector(-0.61f, 0.354f, 0.707f);
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@ -592,9 +591,6 @@ void WaterBlock::setTransform( const MatrixF &mat )
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// If our transform changes we need to recalculate the
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// per vertex depth/shadow info. Would be nice if this could
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// be done independently of generating the whole VBIB...
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MatrixF oldMat = mObjToWorld;
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Parent::setTransform( mat );
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// We don't need to regen our vb anymore since we aren't calculating
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@ -179,23 +179,24 @@ ConsoleDocClass( WaterObject,
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WaterObject::WaterObject()
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: mViscosity( 1.0f ),
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mDensity( 1.0f ),
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mReflectivity( 0.5f ),
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mReflectNormalUp( true ),
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mLiquidType( "Water" ),
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mFresnelBias( 0.3f ),
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mFresnelPower( 6.0f ),
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mReflectNormalUp( true ),
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mReflectivity( 0.5f ),
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mDistortStartDist( 0.1f ),
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mDistortEndDist( 20.0f ),
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mDistortFullDepth( 3.5f ),
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mUndulateMaxDist(50.0f),
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mOverallFoamOpacity( 1.0f ),
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mFoamMaxDepth( 2.0f ),
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mFoamAmbientLerp( 0.5f ),
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mFoamRippleInfluence( 0.05f ),
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mUnderwaterPostFx( NULL ),
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mLiquidType( "Water" ),
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mFresnelBias( 0.3f ),
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mFresnelPower( 6.0f ),
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mClarity( 0.5f ),
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mBasicLighting( false ),
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mUnderwaterColor(9, 6, 5, 240),
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mUndulateMaxDist(50.0f),
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mMiscParamW( 0.0f ),
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mUnderwaterPostFx( NULL ),
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mBasicLighting( false ),
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mOverallWaveMagnitude( 1.0f ),
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mOverallRippleMagnitude( 0.1f ),
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mCubemap( NULL ),
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@ -203,8 +204,7 @@ WaterObject::WaterObject()
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mSpecularPower( 48.0f ),
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mSpecularColor( 1.0f, 1.0f, 1.0f, 1.0f ),
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mDepthGradientMax( 50.0f ),
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mEmissive( false ),
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mUnderwaterColor(9, 6, 5, 240)
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mEmissive( false )
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{
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mTypeMask = WaterObjectType;
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