Various changes
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@@ -2,7 +2,6 @@
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#pragma once
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// Forward declarations
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class Foliage;
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class FoliageCluster;
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class FoliageType;
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@@ -492,10 +492,8 @@ void Foliage::DrawCluster(RenderContext& renderContext, FoliageCluster* cluster,
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// Draw visible children
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if (cluster->Children[0])
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{
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#if BUILD_DEBUG
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// Don't store instances in non-leaf nodes
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ASSERT(cluster->Instances.IsEmpty());
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#endif
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ASSERT_LOW_LAYER(cluster->Instances.IsEmpty());
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#define DRAW_CLUSTER(idx) \
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if (renderContext.View.CullingFrustum.Intersects(cluster->Children[idx]->TotalBounds)) \
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@@ -64,7 +64,6 @@ public:
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/// <summary>
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/// Determines whether this foliage instance has valid lightmap data.
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/// </summary>
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/// <returns><c>true</c> if this foliage instance has valid lightmap data; otherwise, <c>false</c>.</returns>
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FORCE_INLINE bool HasLightmap() const
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{
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return Lightmap.TextureIndex != INVALID_INDEX;
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@@ -206,7 +206,6 @@ public:
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/// <summary>
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/// Determines whether this instance is ready (model is loaded).
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/// </summary>
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/// <returns><c>true</c> if foliage type model is loaded and instance type is ready; otherwise, <c>false</c>.</returns>
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FORCE_INLINE bool IsReady() const
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{
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return _isReady != 0;
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@@ -215,7 +214,6 @@ public:
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/// <summary>
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/// Gets the random scale for the foliage instance of this type.
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/// </summary>
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/// <returns>The scale vector.</returns>
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Vector3 GetRandomScale() const;
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private:
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