Renamed attenuation to POV-Ray Fade for clarity
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@@ -376,13 +376,13 @@ void lcPropertiesWidget::FloatChanged()
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{
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Model->SetLightPower(Light, Value);
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}
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else if (PropertyId == lcObjectPropertyId::LightAttenuationDistance)
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else if (PropertyId == lcObjectPropertyId::LightPOVRayFadeDistance)
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{
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Model->SetLightAttenuationDistance(Light, Value);
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Model->SetLightPOVRayFadeDistance(Light, Value);
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}
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else if (PropertyId == lcObjectPropertyId::LightAttenuationPower)
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else if (PropertyId == lcObjectPropertyId::LightPOVRayFadePower)
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{
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Model->SetLightAttenuationPower(Light, Value);
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Model->SetLightPOVRayFadePower(Light, Value);
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}
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else if (PropertyId == lcObjectPropertyId::LightPointSize || PropertyId == lcObjectPropertyId::LightSpotSize || PropertyId == lcObjectPropertyId::LightDirectionalSize || PropertyId == lcObjectPropertyId::LightAreaSizeX)
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{
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@@ -1032,8 +1032,8 @@ void lcPropertiesWidget::CreateWidgets()
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AddColorProperty(lcObjectPropertyId::LightColor, tr("Color"), tr("Light color"), true);
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AddFloatProperty(lcObjectPropertyId::LightPower, tr("Power"), tr("Power of the light (Watts in Blender, multiplicative factor in POV-Ray)"), true, 0.0f, FLT_MAX);
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AddFloatProperty(lcObjectPropertyId::LightAttenuationDistance, tr("Fade Distance"), tr("The distance at which the full light intensity arrives (POV-Ray only)"), true, 0.0f, FLT_MAX);
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AddFloatProperty(lcObjectPropertyId::LightAttenuationPower, tr("Fade Power"), tr("Light falloff rate (POV-Ray only)"), true, 0.0f, FLT_MAX);
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AddFloatProperty(lcObjectPropertyId::LightPOVRayFadeDistance, tr("Fade Distance"), tr("The distance at which the full light intensity arrives (POV-Ray only)"), true, 0.0f, FLT_MAX);
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AddFloatProperty(lcObjectPropertyId::LightPOVRayFadePower, tr("Fade Power"), tr("Light falloff rate (POV-Ray only)"), true, 0.0f, FLT_MAX);
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AddBoolProperty(lcObjectPropertyId::LightCastShadow, tr("Cast Shadow"), tr("Cast a shadow from this light"), false);
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AddSpacing();
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@@ -1259,8 +1259,8 @@ void lcPropertiesWidget::SetLight(const lcArray<lcObject*>& Selection, lcObject*
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lcLightAreaShape LightAreaShape = lcLightAreaShape::Count;
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lcVector2 LightSize(0.0f, 0.0f);
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float Power = 0.0f;
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float AttenuationDistance = 0.0f;
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float AttenuationPower = 0.0f;
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float FadeDistance = 0.0f;
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float FadePower = 0.0f;
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lcVector3 Position(0.0f, 0.0f, 0.0f);
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lcVector3 Rotation = lcVector3(0.0f, 0.0f, 0.0f);
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float SpotConeAngle = 0.0f, SpotPenumbraAngle = 0.0f, SpotTightness = 0.0f;
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@@ -1273,8 +1273,8 @@ void lcPropertiesWidget::SetLight(const lcArray<lcObject*>& Selection, lcObject*
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Position = Light->GetPosition();
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Rotation = lcMatrix44ToEulerAngles(Light->GetWorldMatrix()) * LC_RTOD;
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Power = Light->GetPower();
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AttenuationDistance = Light->GetAttenuationDistance();
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AttenuationPower = Light->GetAttenuationPower();
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FadeDistance = Light->GetPOVRayFadeDistance();
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FadePower = Light->GetPOVRayFadePower();
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SpotConeAngle = Light->GetSpotConeAngle();
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SpotPenumbraAngle = Light->GetSpotPenumbraAngle();
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SpotTightness = Light->GetSpotTightness();
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@@ -1322,8 +1322,8 @@ void lcPropertiesWidget::SetLight(const lcArray<lcObject*>& Selection, lcObject*
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UpdateFloat(lcObjectPropertyId::LightPower, Power);
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UpdateBool(lcObjectPropertyId::LightCastShadow);
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UpdateFloat(lcObjectPropertyId::LightAttenuationDistance, AttenuationDistance);
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UpdateFloat(lcObjectPropertyId::LightAttenuationPower, AttenuationPower);
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UpdateFloat(lcObjectPropertyId::LightPOVRayFadeDistance, FadeDistance);
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UpdateFloat(lcObjectPropertyId::LightPOVRayFadePower, FadePower);
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const bool IsPointLight = (LightType == lcLightType::Point);
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SetPropertyVisible(lcObjectPropertyId::LightPointSize, IsPointLight);
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