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Fix MSVC warnings, rename shadowed variables, fix uninitialized values, change warnings=all to use /W4.
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@@ -255,8 +255,8 @@ void GPUParticles3DEditor::_menu_option(int p_option) {
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}
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} break;
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case MENU_OPTION_CREATE_EMISSION_VOLUME_FROM_NODE: {
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Ref<ParticleProcessMaterial> material = node->get_process_material();
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if (material.is_null()) {
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Ref<ParticleProcessMaterial> mat = node->get_process_material();
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if (mat.is_null()) {
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EditorNode::get_singleton()->show_warning(TTR("A processor material of type 'ParticleProcessMaterial' is required."));
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return;
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}
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@@ -366,13 +366,13 @@ void GPUParticles3DEditor::_generate_emission_points() {
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Ref<Image> image = memnew(Image(w, h, false, Image::FORMAT_RGBF, point_img));
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Ref<ImageTexture> tex = ImageTexture::create_from_image(image);
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Ref<ParticleProcessMaterial> material = node->get_process_material();
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ERR_FAIL_COND(material.is_null());
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Ref<ParticleProcessMaterial> mat = node->get_process_material();
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ERR_FAIL_COND(mat.is_null());
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if (normals.size() > 0) {
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material->set_emission_shape(ParticleProcessMaterial::EMISSION_SHAPE_DIRECTED_POINTS);
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material->set_emission_point_count(point_count);
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material->set_emission_point_texture(tex);
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mat->set_emission_shape(ParticleProcessMaterial::EMISSION_SHAPE_DIRECTED_POINTS);
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mat->set_emission_point_count(point_count);
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mat->set_emission_point_texture(tex);
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Vector<uint8_t> point_img2;
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point_img2.resize(w * h * 3 * sizeof(float));
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@@ -390,11 +390,11 @@ void GPUParticles3DEditor::_generate_emission_points() {
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}
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Ref<Image> image2 = memnew(Image(w, h, false, Image::FORMAT_RGBF, point_img2));
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material->set_emission_normal_texture(ImageTexture::create_from_image(image2));
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mat->set_emission_normal_texture(ImageTexture::create_from_image(image2));
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} else {
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material->set_emission_shape(ParticleProcessMaterial::EMISSION_SHAPE_POINTS);
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material->set_emission_point_count(point_count);
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material->set_emission_point_texture(tex);
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mat->set_emission_shape(ParticleProcessMaterial::EMISSION_SHAPE_POINTS);
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mat->set_emission_point_count(point_count);
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mat->set_emission_point_texture(tex);
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}
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}
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