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Simplify exporting process and add emission map support
Change color flag and blend multiply to be set on by default for textures. This should be enough for something to show up ingame without on first launch.
Merge the 3 shader groups for the 3 formats into one. Got tired of having to swap them when they didn't really have too many differences in terms of options. This change should be backwards compatible except in the case of X files.
Change how we get the texture type in b3d files. Turns out it was a flag and not a bitfield16 and enum16
Merged the material code in scene_x imports
Add support for searching for glow maps. This is a community feature for the Salvage fork and is not a feature from vanilla game or vanilla Salvage fork
Simplify how texture type is determined for Rmesh exports. Textures assigned to the lightmap node are assumed to be a lightmap type with all that entails. Diffuse nodes are assumed opaque if no node is connected to the alpha input. Is transparent otherwise.
Simplify trigger box rmesh exporting. Now we just check if there are trigger boxes in the scene instead of having the user have to specify that the scene is a trigger box rmesh