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Fix Phong shading to be per-mesh and not per-brush #15

@RisingThumb

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@RisingThumb

Proper Phong Shading
One of the features in FuncGodot is using the _phong and _phong_angle key value pairs to modify generated meshes vertex normals, to allow for smoother shading on brush entities. Currently the implementation only does this on a per brush basis, when it should be done on a per mesh basis. This issue was around in Qodot and has been carried over to FuncGodot. Hopefully we can get this sorted out in the near future

Off the back of the discussion page https://github.com/orgs/func-godot/discussions/2 .

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