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Refactor pixel snapping.
-Rename pixel_snap to snap_2d_to_vertices -Added snap_2d_to_transforms which is more useful Fixes #41814 Solves proposal https://github.com/godotengine/godot-proposals/issues/1666 Supersedes #35606, supersedes #41535, supersedes #41534
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@@ -79,7 +79,6 @@ class RasterizerCanvasRD : public RasterizerCanvas {
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FLAGS_NINEPACH_DRAW_CENTER = (1 << 12),
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FLAGS_USING_PARTICLES = (1 << 13),
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FLAGS_USE_PIXEL_SNAP = (1 << 14),
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FLAGS_USE_SKELETON = (1 << 15),
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FLAGS_NINEPATCH_H_MODE_SHIFT = 16,
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@@ -334,7 +333,7 @@ class RasterizerCanvasRD : public RasterizerCanvas {
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float canvas_modulate[4];
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float screen_pixel_size[2];
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float time;
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float pad;
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uint32_t use_pixel_snap;
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//uint32_t light_count;
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//uint32_t pad[3];
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@@ -422,7 +421,7 @@ public:
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void occluder_polygon_set_shape_as_lines(RID p_occluder, const Vector<Vector2> &p_lines);
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void occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode);
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void canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, const Transform2D &p_canvas_transform, RS::CanvasItemTextureFilter p_default_filter, RS::CanvasItemTextureRepeat p_default_repeat);
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void canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, const Transform2D &p_canvas_transform, RS::CanvasItemTextureFilter p_default_filter, RS::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel);
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void canvas_debug_viewport_shadows(Light *p_lights_with_shadow) {}
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