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UPBGE: Fix object render settings for batching groups. (#861)
Previously object render settings such as light layer or object color were not managed for batching groups. For attribute like layers we can choose to make an union of all objects layers, but in case of color there's no meaning of union. To solve this issue one object should be used as reference for the group. The attribute KX_BatchGroup.referenceObject is defined and initialized to the first merged object when creating a batch group. Later the user can change it to an other object of the same group. Internally this object is set in KX_BatchGroup and RAS_BatchGroup, KX_BatchGroup see a KX_GameObject and RAS_BatchGroup only the RAS_MeshUser of this object. This mesh user is retrieved in RAS_DisplayArrayBucket::RunBatchingNode from the first mesh slot mesh user and passed to RAS_IMaerial::ActivateMeshUser which aims the update of material uniforms from object settings.
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