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-Massive clean up to gizmos
-Make sure handles are always visible (on top) -Fixed instanced scene selection (should work properly now) -Added interpolated camera -Customizable gizmo colors in editor settings
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@@ -421,23 +421,6 @@ public:
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virtual void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) = 0;
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virtual void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) = 0;
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/* ROOM API */
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virtual RID room_create() = 0;
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virtual void room_add_bounds(RID p_room, const PoolVector<Vector2> &p_convex_polygon, float p_height, const Transform &p_transform) = 0;
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virtual void room_clear_bounds(RID p_room) = 0;
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/* PORTAL API */
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// portals are only (x/y) points, forming a convex shape, which its clockwise
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// order points outside. (z is 0);
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virtual RID portal_create() = 0;
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virtual void portal_set_shape(RID p_portal, const Vector<Point2> &p_shape) = 0;
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virtual void portal_set_enabled(RID p_portal, bool p_enabled) = 0;
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virtual void portal_set_disable_distance(RID p_portal, float p_distance) = 0;
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virtual void portal_set_disabled_color(RID p_portal, const Color &p_color) = 0;
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/* GI PROBE API */
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virtual RID gi_probe_create() = 0;
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@@ -709,8 +692,6 @@ public:
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INSTANCE_PARTICLES,
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INSTANCE_LIGHT,
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INSTANCE_REFLECTION_PROBE,
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INSTANCE_ROOM,
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INSTANCE_PORTAL,
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INSTANCE_GI_PROBE,
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INSTANCE_MAX,
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/*INSTANCE_BAKED_LIGHT_SAMPLER,*/
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@@ -734,7 +715,6 @@ public:
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virtual void instance_attach_skeleton(RID p_instance, RID p_skeleton) = 0;
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virtual void instance_set_exterior(RID p_instance, bool p_enabled) = 0;
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virtual void instance_set_room(RID p_instance, RID p_room) = 0;
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virtual void instance_set_extra_visibility_margin(RID p_instance, real_t p_margin) = 0;
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@@ -744,7 +724,6 @@ public:
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virtual Vector<ObjectID> instances_cull_convex(const Vector<Plane> &p_convex, RID p_scenario = RID()) const = 0;
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enum InstanceFlags {
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INSTANCE_FLAG_VISIBLE_IN_ALL_ROOMS,
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INSTANCE_FLAG_USE_BAKED_LIGHT,
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INSTANCE_FLAG_MAX
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};
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