Disable shaders when lighting is disabled
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db6d04174f
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@ -512,9 +512,11 @@
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Me.Shader = New Vector3(0.5F)
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Me.Shader = New Vector3(0.5F)
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End If
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End If
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For Each s As Vector3 In Me.Shaders
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If Core.GameOptions.LightingEnabled = True Then
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Me.Shader *= s
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For Each s As Vector3 In Me.Shaders
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Next
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Me.Shader *= s
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Next
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End If
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End Sub
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End Sub
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Dim tempCenterVector As Vector3 = Vector3.Zero
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Dim tempCenterVector As Vector3 = Vector3.Zero
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@ -660,10 +662,13 @@
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For Each mesh As ModelMesh In Me.Model.Meshes
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For Each mesh As ModelMesh In Me.Model.Meshes
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For Each part As ModelMeshPart In mesh.MeshParts
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For Each part As ModelMeshPart In mesh.MeshParts
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With CType(part.Effect, BasicEffect)
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With CType(part.Effect, BasicEffect)
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Lighting.UpdateLighting(CType(part.Effect, BasicEffect), True)
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Lighting.UpdateLighting(CType(part.Effect, BasicEffect))
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.Alpha = Me.Opacity
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.Alpha = Me.Opacity
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.DiffuseColor = Screen.Effect.DiffuseColor * Me.Shader * Me.Color
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If Core.GameOptions.LightingEnabled = True Then
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.DiffuseColor = Screen.Effect.DiffuseColor * Me.Shader * Me.Color
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Else
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.DiffuseColor = Screen.Effect.DiffuseColor * Me.Color
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End If
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If Not Screen.Level.World Is Nothing Then
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If Not Screen.Level.World Is Nothing Then
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If Screen.Level.World.EnvironmentType = P3D.World.EnvironmentTypes.Outside Then
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If Screen.Level.World.EnvironmentType = P3D.World.EnvironmentTypes.Outside Then
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.DiffuseColor *= SkyDome.GetDaytimeColor(True).ToVector3()
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.DiffuseColor *= SkyDome.GetDaytimeColor(True).ToVector3()
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