Fix stupid typo that broke split normal shading in edit mode, when there was some deform modifiers.
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@ -180,6 +180,7 @@ static void emDM_calcLoopNormals(DerivedMesh *dm, const float split_angle)
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/* calculate loop normals from poly and vertex normals */
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emDM_ensureVertNormals(bmdm);
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emDM_ensurePolyNormals(bmdm);
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dm->dirty &= ~DM_DIRTY_NORMALS;
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vertexCos = bmdm->vertexCos;
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@ -473,7 +473,7 @@ static void bm_mesh_edges_sharp_tag(BMesh *bm, const float (*vnos)[3], const flo
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if (BM_edge_loop_pair(e, &l_a, &l_b)) {
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bool is_angle_smooth = true;
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if (check_angle) {
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const float *no_a = fnos ? fnos[BM_elem_index_get(l_b->f)] : l_a->f->no;
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const float *no_a = fnos ? fnos[BM_elem_index_get(l_a->f)] : l_a->f->no;
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const float *no_b = fnos ? fnos[BM_elem_index_get(l_b->f)] : l_b->f->no;
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is_angle_smooth = (dot_v3v3(no_a, no_b) >= split_angle);
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}
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