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fix(bevy_gltf_components): stop automatically enabling shadows for any light source if it doesn't come from blender (#184)
closes #183
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@ -56,23 +56,17 @@ fn process_lights(
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for (mut light, blender_light_shadows) in directional_lights.iter_mut() {
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for (mut light, blender_light_shadows) in directional_lights.iter_mut() {
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if let Some(blender_light_shadows) = blender_light_shadows {
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if let Some(blender_light_shadows) = blender_light_shadows {
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light.shadows_enabled = blender_light_shadows.enabled;
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light.shadows_enabled = blender_light_shadows.enabled;
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} else {
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light.shadows_enabled = true;
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}
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}
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}
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}
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for (mut light, blender_light_shadows) in spot_lights.iter_mut() {
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for (mut light, blender_light_shadows) in spot_lights.iter_mut() {
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if let Some(blender_light_shadows) = blender_light_shadows {
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if let Some(blender_light_shadows) = blender_light_shadows {
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light.shadows_enabled = blender_light_shadows.enabled;
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light.shadows_enabled = blender_light_shadows.enabled;
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} else {
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light.shadows_enabled = true;
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}
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}
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}
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}
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for (mut light, blender_light_shadows) in point_lights.iter_mut() {
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for (mut light, blender_light_shadows) in point_lights.iter_mut() {
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if let Some(blender_light_shadows) = blender_light_shadows {
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if let Some(blender_light_shadows) = blender_light_shadows {
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light.shadows_enabled = blender_light_shadows.enabled;
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light.shadows_enabled = blender_light_shadows.enabled;
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} else {
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light.shadows_enabled = true;
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}
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}
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}
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}
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}
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}
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