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New lightmapper
-Added LocalVector (needed it) -Added stb_rect_pack (It's pretty cool, we could probably use it for other stuff too) -Fixes and changes all around the place -Added library for 128 bits fixed point (required for Delaunay3D)
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434 changed files with 126122 additions and 3384 deletions
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@ -147,7 +147,7 @@ Ref<RDShaderBytecode> RenderingDevice::_shader_compile_from_source(const Ref<RDS
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return bytecode;
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}
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RID RenderingDevice::_shader_create(const Ref<RDShaderBytecode> &p_bytecode) {
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RID RenderingDevice::shader_create_from_bytecode(const Ref<RDShaderBytecode> &p_bytecode) {
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ERR_FAIL_COND_V(p_bytecode.is_null(), RID());
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Vector<ShaderStageData> stage_data;
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@ -276,7 +276,7 @@ void RenderingDevice::_bind_methods() {
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ClassDB::bind_method(D_METHOD("index_array_create", "index_buffer", "index_offset", "index_count"), &RenderingDevice::index_array_create);
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ClassDB::bind_method(D_METHOD("shader_compile_from_source", "shader_source", "allow_cache"), &RenderingDevice::_shader_compile_from_source, DEFVAL(true));
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ClassDB::bind_method(D_METHOD("shader_create", "shader_data"), &RenderingDevice::_shader_create);
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ClassDB::bind_method(D_METHOD("shader_create", "shader_data"), &RenderingDevice::shader_create_from_bytecode);
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ClassDB::bind_method(D_METHOD("shader_get_vertex_input_attribute_mask", "shader"), &RenderingDevice::shader_get_vertex_input_attribute_mask);
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ClassDB::bind_method(D_METHOD("uniform_buffer_create", "size_bytes", "data"), &RenderingDevice::uniform_buffer_create, DEFVAL(Vector<uint8_t>()));
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