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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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@ -277,7 +277,7 @@ class VisualScriptEditor : public ScriptEditorBase {
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void _selected_method(const String &p_method, const String &p_type, const bool p_connecting);
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void _draw_color_over_button(Object *obj, Color p_color);
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void _button_resource_previewed(const String &p_path, const Ref<Texture> &p_preview, const Ref<Texture> &p_small_preview, Variant p_ud);
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void _button_resource_previewed(const String &p_path, const Ref<Texture2D> &p_preview, const Ref<Texture2D> &p_small_preview, Variant p_ud);
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VisualScriptNode::TypeGuess _guess_output_type(int p_port_action_node, int p_port_action_output, Set<int> &p_visited_nodes);
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@ -298,7 +298,7 @@ public:
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virtual Vector<String> get_functions();
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virtual void reload_text();
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virtual String get_name();
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virtual Ref<Texture> get_icon();
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virtual Ref<Texture2D> get_icon();
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virtual bool is_unsaved();
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virtual Variant get_edit_state();
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virtual void set_edit_state(const Variant &p_state);
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