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https://github.com/EsotericSoftware/spine-runtimes.git
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[unity] Remove Unity 5.4 code.
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@ -138,18 +138,13 @@ namespace Spine.Unity.Modules {
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skeletonRenderer.GenerateMeshOverride += HandleRender;
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skeletonRenderer.GenerateMeshOverride += HandleRender;
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#endif
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#endif
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#if UNITY_5_4_OR_NEWER
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if (copyMeshRendererFlags) {
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if (copyMeshRendererFlags) {
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var lightProbeUsage = mainMeshRenderer.lightProbeUsage;
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var lightProbeUsage = mainMeshRenderer.lightProbeUsage;
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bool receiveShadows = mainMeshRenderer.receiveShadows;
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bool receiveShadows = mainMeshRenderer.receiveShadows;
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#if UNITY_5_5_OR_NEWER
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var reflectionProbeUsage = mainMeshRenderer.reflectionProbeUsage;
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var reflectionProbeUsage = mainMeshRenderer.reflectionProbeUsage;
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var shadowCastingMode = mainMeshRenderer.shadowCastingMode;
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var shadowCastingMode = mainMeshRenderer.shadowCastingMode;
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var motionVectorGenerationMode = mainMeshRenderer.motionVectorGenerationMode;
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var motionVectorGenerationMode = mainMeshRenderer.motionVectorGenerationMode;
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var probeAnchor = mainMeshRenderer.probeAnchor;
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var probeAnchor = mainMeshRenderer.probeAnchor;
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#endif
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for (int i = 0; i < partsRenderers.Count; i++) {
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for (int i = 0; i < partsRenderers.Count; i++) {
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var currentRenderer = partsRenderers[i];
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var currentRenderer = partsRenderers[i];
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@ -158,31 +153,12 @@ namespace Spine.Unity.Modules {
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var mr = currentRenderer.MeshRenderer;
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var mr = currentRenderer.MeshRenderer;
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mr.lightProbeUsage = lightProbeUsage;
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mr.lightProbeUsage = lightProbeUsage;
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mr.receiveShadows = receiveShadows;
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mr.receiveShadows = receiveShadows;
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#if UNITY_5_5_OR_NEWER
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mr.reflectionProbeUsage = reflectionProbeUsage;
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mr.reflectionProbeUsage = reflectionProbeUsage;
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mr.shadowCastingMode = shadowCastingMode;
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mr.shadowCastingMode = shadowCastingMode;
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mr.motionVectorGenerationMode = motionVectorGenerationMode;
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mr.motionVectorGenerationMode = motionVectorGenerationMode;
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mr.probeAnchor = probeAnchor;
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mr.probeAnchor = probeAnchor;
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#endif
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}
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}
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}
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}
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#else
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if (copyMeshRendererFlags) {
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var useLightProbes = mainMeshRenderer.useLightProbes;
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bool receiveShadows = mainMeshRenderer.receiveShadows;
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for (int i = 0; i < partsRenderers.Count; i++) {
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var currentRenderer = partsRenderers[i];
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if (currentRenderer == null) continue; // skip null items.
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var mr = currentRenderer.MeshRenderer;
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mr.useLightProbes = useLightProbes;
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mr.receiveShadows = receiveShadows;
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}
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}
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#endif
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}
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}
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void OnDisable () {
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void OnDisable () {
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