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Texture refactor
-Texture renamed to Texture2D -TextureLayered as base now inherits 2Darray, cubemap and cubemap array -Removed all references to flags in textures (they will go in the shader) -Texture3D gone for now (will come back later done properly) -Create base rasterizer for RenderDevice, RasterizerRD
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287 changed files with 2829 additions and 2540 deletions
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@ -112,7 +112,7 @@ public:
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String name;
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Ref<Script> script;
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Ref<Texture> icon;
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Ref<Texture2D> icon;
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};
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struct EditedScene {
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@ -178,7 +178,7 @@ public:
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void save_editor_global_states();
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void restore_editor_global_states();
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void add_custom_type(const String &p_type, const String &p_inherits, const Ref<Script> &p_script, const Ref<Texture> &p_icon);
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void add_custom_type(const String &p_type, const String &p_inherits, const Ref<Script> &p_script, const Ref<Texture2D> &p_icon);
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Object *instance_custom_type(const String &p_type, const String &p_inherits);
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void remove_custom_type(const String &p_type);
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const Map<String, Vector<CustomType> > &get_custom_types() const { return custom_types; }
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