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[F3D] Edge case for decals, use hashed for cutout materials instead of blend + more #401
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182ba13
[F3D] Only use blend for decals
Lilaa3 d3b091c
rendermode_preset_to_advanced actually updates settings for layers
Lilaa3 68a90f1
rename world_defaults_attrs
Lilaa3 b882cc3
Update all materials when scene settings changed
Lilaa3 b51389a
Properly fallback on defaults
Lilaa3 1be5c59
Go back to using blend for xlu
Lilaa3 bd04869
Merge branch 'main' into use-dithered-for-cutout
Lilaa3 d34ff24
yanis suggestion
Lilaa3 de3f253
remove extra unnecessary blend method update
Lilaa3 70dba7c
merge conflict
Lilaa3 16908a9
Update f3d_material.py
Lilaa3 3efb2bd
Suggestions
Lilaa3 239a120
update_world_default_rendermode
Lilaa3 0bb3cf8
Use xlu output node in pre 4.2
Lilaa3 bb44bcd
make check more explicit
Lilaa3 8f1a82c
this is no longer true
Lilaa3 bac4d1f
Move this into the check
Lilaa3 36f25eb
Merge remote-tracking branch 'upstream/main' into use-dithered-for-cu…
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This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
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can you update the comment to explain what happens wrt set_rendermode
afaict you're basically implementing material bleed from world defaults in the props. Wouldn't this be simpler by just setting the preset to the world defaults preset if set_rendermode is unchecked?
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Could you give me feedback on if the comments are good now?