Fix BCLYT/BRLYT material editor loading for material tree nodes.
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@ -108,9 +108,25 @@ namespace LayoutBXLYT
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stToolStrip1.Items.Clear();
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stToolStrip1.Items.Clear();
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AddTab("Texture Maps", LoadTextureMaps);
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AddTab("Texture Maps", LoadTextureMaps);
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AddTab("Colors", LoadColorBlending);
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if (ActiveMaterial is Revolution.Material)
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AddTab("Blending", LoadBlending);
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{
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AddTab("Combiners", LoadTextureCombiners);
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AddTab("Colors", LoadBRLYTColorBlending);
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AddTab("Blending", LoadBRLYTBlending);
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AddTab("SwapTable", LoadBRLYTTevSwapChannel);
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AddTab("Combiners", LoadBRLYTTextureCombiners);
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}
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else if (ActiveMaterial is CTR.Material)
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{
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AddTab("Colors", LoadBCLYTColorBlending);
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AddTab("Blending", LoadBlending);
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AddTab("Combiners", LoadBCLYTTextureCombiners);
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}
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else
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{
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AddTab("Colors", LoadColorBlending);
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AddTab("Blending", LoadBlending);
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AddTab("Combiners", LoadTextureCombiners);
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}
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stToolStrip1.Items[Runtime.LayoutEditor.MaterialTabIndex].PerformClick();
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stToolStrip1.Items[Runtime.LayoutEditor.MaterialTabIndex].PerformClick();
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