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						commit
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			@ -990,9 +990,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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            if (face > -1)
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            {
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                texcolor = tex.CreateFace((uint)face).RGBA;
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                texcolor.R = (float)color.x;
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                texcolor.G = (float)color.y;
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                texcolor.B = (float)color.z;
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                texcolor.R = (float)Math.Min(Math.Max(color.x, 0.0), 1.0);
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                texcolor.G = (float)Math.Min(Math.Max(color.y, 0.0), 1.0);
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                texcolor.B = (float)Math.Min(Math.Max(color.z, 0.0), 1.0);
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                tex.FaceTextures[face].RGBA = texcolor;
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                part.UpdateTexture(tex);
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                return;
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			@ -1004,15 +1004,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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                    if (tex.FaceTextures[i] != null)
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                    {
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                        texcolor = tex.FaceTextures[i].RGBA;
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                        texcolor.R = (float)color.x;
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                        texcolor.G = (float)color.y;
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                        texcolor.B = (float)color.z;
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                        texcolor.R = (float)Math.Min(Math.Max(color.x, 0.0), 1.0);
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                        texcolor.G = (float)Math.Min(Math.Max(color.y, 0.0), 1.0);
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                        texcolor.B = (float)Math.Min(Math.Max(color.z, 0.0), 1.0);
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                        tex.FaceTextures[i].RGBA = texcolor;
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                    }
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                    texcolor = tex.DefaultTexture.RGBA;
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                    texcolor.R = (float)color.x;
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                    texcolor.G = (float)color.y;
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                    texcolor.B = (float)color.z;
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                    texcolor.R = (float)Math.Min(Math.Max(color.x, 0.0), 1.0);
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                    texcolor.G = (float)Math.Min(Math.Max(color.y, 0.0), 1.0);
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                    texcolor.B = (float)Math.Min(Math.Max(color.z, 0.0), 1.0);
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                    tex.DefaultTexture.RGBA = texcolor;
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                }
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                part.UpdateTexture(tex);
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			@ -1253,9 +1253,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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            if (light)
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            {
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                part.Shape.LightEntry = true;
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                part.Shape.LightColorR = (float)color.x;
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                part.Shape.LightColorG = (float)color.y;
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                part.Shape.LightColorB = (float)color.z;
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                part.Shape.LightColorR = (float)Math.Min(Math.Max(color.x, 0.0), 1.0);
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                part.Shape.LightColorG = (float)Math.Min(Math.Max(color.y, 0.0), 1.0);
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                part.Shape.LightColorB = (float)Math.Min(Math.Max(color.z, 0.0), 1.0);
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                part.Shape.LightIntensity = intensity;
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                part.Shape.LightRadius = radius;
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                part.Shape.LightFalloff = falloff;
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