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Renderer bells and whistles

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Hello again,

Updated my lightmapper to bake full indirect diffuse as opposed to only an ambient occlusion term. It now also captures a viewpoint dependent occlusion mask that lets the environment cast a silhouette onto any reflective surfaces:


Also added a 'bias & gain' option to the multitexturing interface that lets you shift the gradient ramp and contrast of vertex map masks. This makes them usable as e.g. damage/wear maps, even with their lo-res nature:




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