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Use Irrlicht's mesh cache for animated meshes.
Fixes #6676. Allow animated meshes to be cached in Irrlicht's builtin mesh cache. Use Material.EmmissiveColor instead of manipulating the mesh' vertex colors.
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@@ -376,7 +376,7 @@ public:
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virtual ParticleManager* getParticleManager();
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bool checkLocalPrivilege(const std::string &priv)
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{ return checkPrivilege(priv); }
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virtual scene::IAnimatedMesh* getMesh(const std::string &filename);
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virtual scene::IAnimatedMesh* getMesh(const std::string &filename, bool cache = false);
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const std::string* getModFile(const std::string &filename);
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virtual std::string getModStoragePath() const;
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