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Merge pull request #56696 from AnilBK/use-init-lists
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@@ -488,10 +488,11 @@ void AnimationNodeBlendSpace2DEditor::_blend_space_draw() {
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color.a *= 0.2;
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}
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Vector<Color> colors;
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colors.push_back(color);
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colors.push_back(color);
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colors.push_back(color);
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Vector<Color> colors = {
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color,
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color,
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color
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};
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blend_space_draw->draw_primitive(points, colors, Vector<Vector2>());
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}
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@@ -3381,10 +3381,11 @@ void CanvasItemEditor::_draw_selection() {
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Size2 move_factor = Size2(MOVE_HANDLE_DISTANCE, MOVE_HANDLE_DISTANCE);
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viewport->draw_set_transform_matrix(simple_xform);
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Vector<Point2> points;
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points.push_back(Vector2(move_factor.x * EDSCALE, 5 * EDSCALE));
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points.push_back(Vector2(move_factor.x * EDSCALE, -5 * EDSCALE));
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points.push_back(Vector2((move_factor.x + 10) * EDSCALE, 0));
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Vector<Point2> points = {
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Vector2(move_factor.x * EDSCALE, 5 * EDSCALE),
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Vector2(move_factor.x * EDSCALE, -5 * EDSCALE),
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Vector2((move_factor.x + 10) * EDSCALE, 0)
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};
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viewport->draw_colored_polygon(points, get_theme_color(SNAME("axis_x_color"), SNAME("Editor")));
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viewport->draw_line(Point2(), Point2(move_factor.x * EDSCALE, 0), get_theme_color(SNAME("axis_x_color"), SNAME("Editor")), Math::round(EDSCALE));
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@@ -5823,11 +5824,12 @@ void CanvasItemEditorViewport::_create_nodes(Node *parent, Node *child, String &
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editor_data->get_undo_redo().add_do_property(child, "rect_size", texture_size);
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} else if (node_class == "Polygon2D") {
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Size2 texture_size = texture->get_size();
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Vector<Vector2> list;
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list.push_back(Vector2(0, 0));
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list.push_back(Vector2(texture_size.width, 0));
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list.push_back(Vector2(texture_size.width, texture_size.height));
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list.push_back(Vector2(0, texture_size.height));
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Vector<Vector2> list = {
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Vector2(0, 0),
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Vector2(texture_size.width, 0),
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Vector2(texture_size.width, texture_size.height),
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Vector2(0, texture_size.height)
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};
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editor_data->get_undo_redo().add_do_property(child, "polygon", list);
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}
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@@ -324,37 +324,34 @@ void EditorNode3DGizmo::add_unscaled_billboard(const Ref<Material> &p_material,
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ERR_FAIL_COND(!spatial_node);
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Instance ins;
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Vector<Vector3> vs;
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Vector<Vector2> uv;
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Vector<Color> colors;
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Vector<Vector3> vs = {
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Vector3(-p_scale, p_scale, 0),
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Vector3(p_scale, p_scale, 0),
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Vector3(p_scale, -p_scale, 0),
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Vector3(-p_scale, -p_scale, 0)
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};
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vs.push_back(Vector3(-p_scale, p_scale, 0));
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vs.push_back(Vector3(p_scale, p_scale, 0));
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vs.push_back(Vector3(p_scale, -p_scale, 0));
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vs.push_back(Vector3(-p_scale, -p_scale, 0));
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Vector<Vector2> uv = {
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Vector2(0, 0),
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Vector2(1, 0),
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Vector2(1, 1),
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Vector2(0, 1)
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};
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uv.push_back(Vector2(0, 0));
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uv.push_back(Vector2(1, 0));
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uv.push_back(Vector2(1, 1));
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uv.push_back(Vector2(0, 1));
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Vector<Color> colors = {
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p_modulate,
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p_modulate,
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p_modulate,
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p_modulate
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};
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colors.push_back(p_modulate);
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colors.push_back(p_modulate);
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colors.push_back(p_modulate);
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colors.push_back(p_modulate);
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Vector<int> indices = { 0, 1, 2, 0, 2, 3 };
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Ref<ArrayMesh> mesh = memnew(ArrayMesh);
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Array a;
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a.resize(Mesh::ARRAY_MAX);
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a[Mesh::ARRAY_VERTEX] = vs;
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a[Mesh::ARRAY_TEX_UV] = uv;
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Vector<int> indices;
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indices.push_back(0);
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indices.push_back(1);
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indices.push_back(2);
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indices.push_back(0);
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indices.push_back(2);
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indices.push_back(3);
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a[Mesh::ARRAY_INDEX] = indices;
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a[Mesh::ARRAY_COLOR] = colors;
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mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, a);
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@@ -1477,9 +1474,10 @@ void Light3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
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p_gizmo->add_lines(points_primary, material_primary, false, color);
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p_gizmo->add_lines(points_secondary, material_secondary, false, color);
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Vector<Vector3> handles;
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handles.push_back(Vector3(0, 0, -r));
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handles.push_back(Vector3(w, 0, -d));
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Vector<Vector3> handles = {
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Vector3(0, 0, -r),
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Vector3(w, 0, -d)
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};
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p_gizmo->add_handles(handles, get_material("handles"));
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p_gizmo->add_unscaled_billboard(icon, 0.05, color);
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@@ -2210,10 +2208,10 @@ void SpringArm3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
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p_gizmo->clear();
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Vector<Vector3> lines;
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lines.push_back(Vector3());
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lines.push_back(Vector3(0, 0, 1.0) * spring_arm->get_length());
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Vector<Vector3> lines = {
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Vector3(),
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Vector3(0, 0, 1.0) * spring_arm->get_length()
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};
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Ref<StandardMaterial3D> material = get_material("shape_material", p_gizmo);
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@@ -4296,9 +4294,10 @@ void CollisionShape3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
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p_gizmo->add_collision_segments(collision_segments);
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Vector<Vector3> handles;
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handles.push_back(Vector3(cs2->get_radius(), 0, 0));
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handles.push_back(Vector3(0, cs2->get_height() * 0.5, 0));
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Vector<Vector3> handles = {
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Vector3(cs2->get_radius(), 0, 0),
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Vector3(0, cs2->get_height() * 0.5, 0)
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};
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p_gizmo->add_handles(handles, handles_material);
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}
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@@ -4352,16 +4351,16 @@ void CollisionShape3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
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p_gizmo->add_collision_segments(collision_segments);
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Vector<Vector3> handles;
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handles.push_back(Vector3(cs2->get_radius(), 0, 0));
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handles.push_back(Vector3(0, cs2->get_height() * 0.5, 0));
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Vector<Vector3> handles = {
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Vector3(cs2->get_radius(), 0, 0),
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Vector3(0, cs2->get_height() * 0.5, 0)
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};
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p_gizmo->add_handles(handles, handles_material);
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}
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if (Object::cast_to<WorldBoundaryShape3D>(*s)) {
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Ref<WorldBoundaryShape3D> wbs = s;
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const Plane &p = wbs->get_plane();
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Vector<Vector3> points;
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Vector3 n1 = p.get_any_perpendicular_normal();
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Vector3 n2 = p.normal.cross(n1).normalized();
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@@ -4373,16 +4372,18 @@ void CollisionShape3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
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p.normal * p.d + n1 * -10.0 + n2 * 10.0,
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};
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points.push_back(pface[0]);
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points.push_back(pface[1]);
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points.push_back(pface[1]);
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points.push_back(pface[2]);
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points.push_back(pface[2]);
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points.push_back(pface[3]);
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points.push_back(pface[3]);
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points.push_back(pface[0]);
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points.push_back(p.normal * p.d);
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points.push_back(p.normal * p.d + p.normal * 3);
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Vector<Vector3> points = {
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pface[0],
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pface[1],
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pface[1],
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pface[2],
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pface[2],
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pface[3],
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pface[3],
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pface[0],
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p.normal * p.d,
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p.normal * p.d + p.normal * 3
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};
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p_gizmo->add_lines(points, material);
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p_gizmo->add_collision_segments(points);
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@@ -4419,9 +4420,10 @@ void CollisionShape3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
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if (Object::cast_to<SeparationRayShape3D>(*s)) {
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Ref<SeparationRayShape3D> rs = s;
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Vector<Vector3> points;
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points.push_back(Vector3());
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points.push_back(Vector3(0, 0, rs->get_length()));
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Vector<Vector3> points = {
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Vector3(),
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Vector3(0, 0, rs->get_length())
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};
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p_gizmo->add_lines(points, material);
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p_gizmo->add_collision_segments(points);
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Vector<Vector3> handles;
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@@ -5260,21 +5260,26 @@ Size2 VisualShaderNodePortPreview::get_minimum_size() const {
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void VisualShaderNodePortPreview::_notification(int p_what) {
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if (p_what == NOTIFICATION_DRAW) {
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Vector<Vector2> points;
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Vector<Vector2> uvs;
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Vector<Color> colors;
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points.push_back(Vector2());
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uvs.push_back(Vector2(0, 0));
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colors.push_back(Color(1, 1, 1, 1));
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points.push_back(Vector2(get_size().width, 0));
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uvs.push_back(Vector2(1, 0));
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colors.push_back(Color(1, 1, 1, 1));
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points.push_back(get_size());
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uvs.push_back(Vector2(1, 1));
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colors.push_back(Color(1, 1, 1, 1));
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points.push_back(Vector2(0, get_size().height));
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uvs.push_back(Vector2(0, 1));
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colors.push_back(Color(1, 1, 1, 1));
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Vector<Vector2> points = {
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Vector2(),
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Vector2(get_size().width, 0),
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get_size(),
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Vector2(0, get_size().height)
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};
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Vector<Vector2> uvs = {
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Vector2(0, 0),
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Vector2(1, 0),
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Vector2(1, 1),
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Vector2(0, 1)
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};
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Vector<Color> colors = {
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Color(1, 1, 1, 1),
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Color(1, 1, 1, 1),
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Color(1, 1, 1, 1),
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Color(1, 1, 1, 1)
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};
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draw_primitive(points, colors, uvs);
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}
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