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[godot] Apply light mask of sprite to mesh instances, closes #2197.
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@ -536,6 +536,7 @@ void SpineSprite::update_meshes(Ref<SpineSkeleton> skeleton_ref) {
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spine::Slot *slot = skeleton->getDrawOrder()[i];
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spine::Attachment *attachment = slot->getAttachment();
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MeshInstance2D *mesh_instance = mesh_instances[i];
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mesh_instance->set_light_mask(get_light_mask());
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clear_mesh_instance(mesh_instance);
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if (!attachment) {
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skeleton_clipper->clipEnd(*slot);
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