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Lighting support in the batch renderer (#1970)
* gfx_batch: it's addNodeHierarchy(), not addMeshHierarchy(). In a preparation for the hierarchy to contain more than just meshes -- such as lights. What is *very amazing* about this change is that it's the exact same number of characters as before, so Clang Format has nothing to wildly rearrange here. * gfx_batch: support lights. * Wire the light support through the gfx-replay APIs, enable it in replayer. * Add a TODO for a "less NaNy" lookAt() alternative. * Don't hardcode the ambient factor. Due to how materials are implemented right now, this can't be easily changed at runtime, thus it's not propagated from the replay file.
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