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Possibly improved resilience of UpdateGlobalLights
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@ -468,7 +468,7 @@ namespace CodeWalker.Rendering
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Color4 lightnaturaldowncolour = new Color4(0.0f);
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Color4 lightnaturaldowncolour = new Color4(0.0f);
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Color4 lightartificialupcolour = new Color4(0.0f);
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Color4 lightartificialupcolour = new Color4(0.0f);
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Color4 lightartificialdowncolour = new Color4(0.0f);
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Color4 lightartificialdowncolour = new Color4(0.0f);
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bool hdr = shaders.hdr;
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bool hdr = (shaders != null) ? shaders.hdr : false;
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float hdrint = 1.0f;
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float hdrint = 1.0f;
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Vector3 sundir = Vector3.Up;
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Vector3 sundir = Vector3.Up;
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Vector3 moondir = Vector3.Down;
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Vector3 moondir = Vector3.Down;
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@ -535,7 +535,7 @@ namespace CodeWalker.Rendering
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//lightdir = Vector3.Normalize(weather.CurrentValues.sunDirection);
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//lightdir = Vector3.Normalize(weather.CurrentValues.sunDirection);
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if (weather != null && weather.Inited)
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if ((weather != null) && weather.Inited)
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{
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{
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lightdircolour = (Color4)weather.CurrentValues.lightDirCol;
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lightdircolour = (Color4)weather.CurrentValues.lightDirCol;
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lightdirambcolour = (Color4)weather.CurrentValues.lightDirAmbCol;
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lightdirambcolour = (Color4)weather.CurrentValues.lightDirAmbCol;
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