Add new Static Flag Shadow for cached shadow maps
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@@ -4,7 +4,7 @@
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"Major": 1,
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"Minor": 9,
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"Revision": 0,
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"Build": 6600
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"Build": 6601
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},
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"Company": "Flax",
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"Copyright": "Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.",
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@@ -1062,9 +1062,12 @@ void Actor::Deserialize(DeserializeStream& stream, ISerializeModifier* modifier)
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// StaticFlags update - added StaticFlags::Navigation
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// [Deprecated on 17.05.2020, expires on 17.05.2021]
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if (modifier->EngineBuild < 6178 && (int32)_staticFlags == (1 + 2 + 4))
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{
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_staticFlags |= StaticFlags::Navigation;
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}
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// StaticFlags update - added StaticFlags::Shadow
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// [Deprecated on 17.05.2020, expires on 17.05.2021]
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if (modifier->EngineBuild < 6601 && (int32)_staticFlags == (1 + 2 + 4 + 8))
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_staticFlags |= StaticFlags::Shadow;
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const auto tag = stream.FindMember("Tag");
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if (tag != stream.MemberEnd())
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@@ -97,10 +97,15 @@ API_ENUM(Attributes="Flags") enum class StaticFlags
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/// </summary>
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Navigation = 1 << 3,
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/// <summary>
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/// Object is considered to have static shadowing (casting and receiving).
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/// </summary>
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Shadow = 1 << 4,
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/// <summary>
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/// Object is fully static in the scene.
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/// </summary>
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FullyStatic = Transform | ReflectionProbe | Lightmap | Navigation,
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FullyStatic = ReflectionProbe | Lightmap | Transform | Navigation | Shadow,
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/// <summary>
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/// Maximum value of the enum (force to int).
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