Add depth buffer support to sprites and sequences.
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@@ -84,7 +84,7 @@ namespace OpenRA.Graphics
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// Ignore the offsets baked into R8 sprites
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if (tileset.IgnoreTileSpriteOffsets)
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allSprites = allSprites.Select(s => new Sprite(s.Sheet, s.Bounds, float2.Zero, s.Channel, s.BlendMode));
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allSprites = allSprites.Select(s => new Sprite(s.Sheet, s.Bounds, s.ZRamp, float2.Zero, s.Channel, s.BlendMode));
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templates.Add(t.Value.Id, new TheaterTemplate(allSprites.ToArray(), variants.First().Count(), t.Value.Images.Length));
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}
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