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- addressed a problem with materials depending on automatically added textures.
This isn't a fix, it just removes a sanity check that really shouldn't be, but thanks of an underspecification of the material definition it was never possible to do this case properly.
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2 changed files with 2 additions and 1 deletions
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@ -114,7 +114,7 @@ FMaterial::FMaterial(FGameTexture * tx, int scaleflags)
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if (index >= FIRST_USER_SHADER)
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if (index >= FIRST_USER_SHADER)
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{
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{
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const UserShaderDesc &usershader = usershaders[index - FIRST_USER_SHADER];
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const UserShaderDesc &usershader = usershaders[index - FIRST_USER_SHADER];
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if (usershader.shaderType == mShaderIndex) // Only apply user shader if it matches the expected material
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//if (usershader.shaderType == mShaderIndex) // Only apply user shader if it matches the expected material
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{
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{
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for (auto &texture : tx->CustomShaderTextures)
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for (auto &texture : tx->CustomShaderTextures)
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{
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{
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@ -1401,6 +1401,7 @@ class GLDefsParser
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!usershaders[i].defines.Compare(usershader.defines))
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!usershaders[i].defines.Compare(usershader.defines))
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{
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{
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SetShaderIndex(tex, i + FIRST_USER_SHADER);
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SetShaderIndex(tex, i + FIRST_USER_SHADER);
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tex->SetShaderLayers(mlay);
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return;
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return;
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}
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}
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}
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}
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