Only use OD quad lighting when ShadowSoftness is Standard
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					@ -636,10 +636,11 @@ public class LightMapper
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                var planeMapper = new MathUtils.PlanePointMapper(plane.Normal, vs[0], vs[1]);
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					                var planeMapper = new MathUtils.PlanePointMapper(plane.Normal, vs[0], vs[1]);
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                var v2ds = planeMapper.MapTo2d(vs);
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					                var v2ds = planeMapper.MapTo2d(vs);
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					                // TODO: Only need to generate quadweights if there's any quadlights in the mission
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                var (texU, texV) = renderPoly.TextureVectors;
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					                var (texU, texV) = renderPoly.TextureVectors;
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                var (offsets, weights) =
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					                var (offsets, weights) =
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                    GetTraceOffsetsAndWeights(settings.MultiSampling, texU, texV, settings.MultiSamplingCenterWeight);
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					                    GetTraceOffsetsAndWeights(settings.MultiSampling, texU, texV, settings.MultiSamplingCenterWeight);
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                var (quadOffsets, quadWeights) = settings.MultiSampling == SoftnessMode.HighFourPoint
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					                var (quadOffsets, quadWeights) = settings.MultiSampling != SoftnessMode.Standard
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                    ? (offsets, weights)
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					                    ? (offsets, weights)
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                    : GetTraceOffsetsAndWeights(SoftnessMode.HighFourPoint, texU, texV, settings.MultiSamplingCenterWeight);
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					                    : GetTraceOffsetsAndWeights(SoftnessMode.HighFourPoint, texU, texV, settings.MultiSamplingCenterWeight);
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					@ -654,7 +655,7 @@ public class LightMapper
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                        // TODO: Handle quad lit lights better. Right now we're computing two sets of points for every
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					                        // TODO: Handle quad lit lights better. Right now we're computing two sets of points for every
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                        // luxel. Maybe it's better to only compute if we encounter a quadlit light?
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					                        // luxel. Maybe it's better to only compute if we encounter a quadlit light?
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                        var tracePoints = GetTracePoints(pos, offsets, renderPoly.Center, planeMapper, v2ds);
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					                        var tracePoints = GetTracePoints(pos, offsets, renderPoly.Center, planeMapper, v2ds);
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                        var quadTracePoints = settings.MultiSampling == SoftnessMode.HighFourPoint
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					                        var quadTracePoints = settings.MultiSampling != SoftnessMode.Standard
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                            ? tracePoints
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					                            ? tracePoints
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                            : GetTracePoints(pos, quadOffsets, renderPoly.Center, planeMapper, v2ds);
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					                            : GetTracePoints(pos, quadOffsets, renderPoly.Center, planeMapper, v2ds);
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