Fix missing 3D viewport solid shading mode request for UVs and vertex colors
This probably fixes no current issues, because there is another one causing these to be computed unnecessarily.
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@ -383,6 +383,14 @@ void ED_view3d_datamask(const bContext *C,
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r_cddata_masks->lmask |= CD_MASK_MLOOPUV | CD_MASK_MLOOPCOL;
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r_cddata_masks->vmask |= CD_MASK_ORCO;
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}
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else if (v3d->shading.type == OB_SOLID) {
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if (v3d->shading.color_type == V3D_SHADING_TEXTURE_COLOR) {
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r_cddata_masks->lmask |= CD_MASK_MLOOPUV;
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}
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if (v3d->shading.color_type == V3D_SHADING_VERTEX_COLOR) {
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r_cddata_masks->lmask |= CD_MASK_MLOOPCOL;
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}
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}
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if ((CTX_data_mode_enum(C) == CTX_MODE_EDIT_MESH) &&
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(v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_WEIGHT)) {
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