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Several minor fixes to ModelWidget #21117
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@@ -190,9 +190,6 @@ public override void PrepareRenderables() | |||
if (cameraAngle != cachedCameraAngle) | |||
cachedCameraAngle = cameraAngle; | |||
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if (cachedVoxel == null) | |||
return; | |||
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You remove cachedVoxel
in the 4th commit. Why is this separated to the first commit?
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I can merge both together if you want, this was just the first change I made on this file, see the commit description. (This condition was always false.)
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The PR seems to have glitched shadows in the asset browser
In this PR
PR.mov
On bleed
Bleed.mov
Are you sure that this is wrong? On bleed we didn't use any light calculation at all. This is now using the same as ingame, so the light is coming at an angle. The thing is that the ground the shadow is projected on isn't rotated with the model in the UI. |
IMO it's better to keep the original behaviour as it looks way better |
Restored the light settings bleed (accidentally) used. |
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LGTM
See commits. (I suggest reviewing them in isolation.) There were a few unnecessary checks and unused variables. Caching values which don't need any calculations does not make any sense if they are immediately overwritten on change anyway. Light pitch and yaw were also ignored previously.