clarifications in readme.md
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		@@ -7,7 +7,7 @@ Currently capable of exporting the active scene without any materials or skinnin
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#### For UV layers and vertex colors layers it is the active layer that is exported.
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					#### For UV layers and vertex colors layers it is the active layer that is exported.
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Unlikely to come up since if you're working on a model for SWBF you're unlikely to have multiple layers to start 
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					Unlikely to come up since if you're working on a model for SWBF you're unlikely to have multiple layers to start 
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with but 
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					with but incase you do, there you go.
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#### If a scene has multiple "roots" they will be reparented to a new "root" added during export.
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					#### If a scene has multiple "roots" they will be reparented to a new "root" added during export.
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This is to make sure the .msh file only has one root in it. Any object that doesn't have a parent is considered a root.
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					This is to make sure the .msh file only has one root in it. Any object that doesn't have a parent is considered a root.
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@@ -31,7 +31,7 @@ possible that more object types should be added.
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- Light Probes
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					- Light Probes
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- Speakers
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					- Speakers
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If an object has children it is always exported as an empty.
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					If an object with one of the above types has children it is always exported as an empty.
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#### Objects whose name starts with "sv_", "p_" or "collision" will be marked as hidden in the .msh file.
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					#### Objects whose name starts with "sv_", "p_" or "collision" will be marked as hidden in the .msh file.
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This should be consistent with other .msh exporters. As far as I know the only special thing about collision meshes or
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					This should be consistent with other .msh exporters. As far as I know the only special thing about collision meshes or
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