Ok, so. Pushed an update that fixes hard edges appearing whenever vertices are split in any way other than by normals/shading - well, almost. Turns out that seams in UVs from a UV file will *always* cause hard edges in the shading.   Why?   Despite how the LWO and UV formats store things, at the end of the day, a vertex can only have one of each attribute - one position, one normal, one UV coordinate, etc. (Well there are such things as multiple UV sets but that's not relevan