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	Path3D: custom debug color and custom debug show
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		@@ -13,6 +13,10 @@
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		<member name="curve" type="Curve3D" setter="set_curve" getter="get_curve">
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			A [Curve3D] describing the path.
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		</member>
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		<member name="debug_custom_color" type="Color" setter="set_debug_custom_color" getter="get_debug_custom_color" default="Color(0, 0, 0, 1)">
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			The custom color to use to draw the shape in the editor.
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			If set to [code]Color(0.0, 0.0, 0.0)[/code] (by default), the color set in EditorSettings is used.
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		</member>
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	</members>
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	<signals>
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		<signal name="curve_changed">
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@@ -20,5 +24,10 @@
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				Emitted when the [member curve] changes.
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			</description>
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		</signal>
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		<signal name="debug_color_changed">
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			<description>
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				Emitted when the [member debug_custom_color] changes.
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			</description>
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		</signal>
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	</signals>
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</class>
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@@ -272,7 +272,6 @@ void Path3DGizmo::commit_handle(int p_id, bool p_secondary, const Variant &p_res
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void Path3DGizmo::redraw() {
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	clear();
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	Ref<StandardMaterial3D> path_material = gizmo_plugin->get_material("path_material", this);
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	Ref<StandardMaterial3D> path_thin_material = gizmo_plugin->get_material("path_thin_material", this);
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	Ref<StandardMaterial3D> path_tilt_material = gizmo_plugin->get_material("path_tilt_material", this);
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	Ref<StandardMaterial3D> path_tilt_muted_material = gizmo_plugin->get_material("path_tilt_muted_material", this);
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@@ -284,11 +283,24 @@ void Path3DGizmo::redraw() {
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		return;
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	}
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	debug_material = gizmo_plugin->get_material("path_material", this);
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	Color path_color = path->get_debug_custom_color();
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	if (path_color != Color(0.0, 0.0, 0.0)) {
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		debug_material.instantiate();
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		debug_material->set_albedo(path_color);
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		debug_material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
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		debug_material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
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		debug_material->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
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		debug_material->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
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		debug_material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
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	}
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	real_t interval = 0.1;
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	const real_t length = c->get_baked_length();
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	// 1. Draw curve and bones.
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	if (length > CMP_EPSILON) {
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	// 1. Draw curve and bones if it is visible (alpha > 0.0).
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	if (length > CMP_EPSILON && path_color.a > 0.0) {
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		const int sample_count = int(length / interval) + 2;
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		interval = length / (sample_count - 1); // Recalculate real interval length.
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@@ -346,8 +358,8 @@ void Path3DGizmo::redraw() {
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		}
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		add_collision_segments(_collision_segments);
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		add_lines(bones, path_material);
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		add_vertices(ribbon, path_material, Mesh::PRIMITIVE_LINE_STRIP);
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		add_lines(bones, debug_material);
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		add_vertices(ribbon, debug_material, Mesh::PRIMITIVE_LINE_STRIP);
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	}
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	// 2. Draw handles when selected.
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@@ -427,7 +439,7 @@ void Path3DGizmo::redraw() {
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						const Vector3 edge = sin(a) * side + cos(a) * up;
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						disk.append(pos + edge * disk_size);
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					}
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					add_vertices(disk, path_tilt_material, Mesh::PRIMITIVE_LINE_STRIP);
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					add_vertices(disk, debug_material, Mesh::PRIMITIVE_LINE_STRIP);
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				}
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			}
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		}
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@@ -464,6 +476,7 @@ Path3DGizmo::Path3DGizmo(Path3D *p_path, float p_disk_size) {
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	// Connecting to a signal once, rather than plaguing the implementation with calls to `Node3DEditor::update_transform_gizmo`.
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	path->connect("curve_changed", callable_mp(this, &Path3DGizmo::_update_transform_gizmo));
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	path->connect("debug_color_changed", callable_mp(this, &Path3DGizmo::redraw));
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	Path3DEditorPlugin::singleton->curve_edit->connect(SceneStringName(pressed), callable_mp(this, &Path3DGizmo::redraw));
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	Path3DEditorPlugin::singleton->curve_edit_curve->connect(SceneStringName(pressed), callable_mp(this, &Path3DGizmo::redraw));
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@@ -56,6 +56,7 @@ class Path3DGizmo : public EditorNode3DGizmo {
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	};
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	Path3D *path = nullptr;
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	Ref<StandardMaterial3D> debug_material;
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	mutable Vector3 original;
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	mutable float orig_in_length;
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	mutable float orig_out_length;
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@@ -151,13 +151,15 @@ void Path3D::_update_debug_mesh() {
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	bone_array.resize(Mesh::ARRAY_MAX);
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	bone_array[Mesh::ARRAY_VERTEX] = bones;
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	_update_debug_path_material();
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	debug_mesh->clear_surfaces();
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	debug_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_LINE_STRIP, ribbon_array);
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	debug_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, bone_array);
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	debug_mesh->surface_set_material(0, debug_material);
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	debug_mesh->surface_set_material(1, debug_material);
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	RS::get_singleton()->instance_set_base(debug_instance, debug_mesh->get_rid());
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	RS::get_singleton()->mesh_surface_set_material(debug_mesh->get_rid(), 0, st->get_debug_paths_material()->get_rid());
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	RS::get_singleton()->mesh_surface_set_material(debug_mesh->get_rid(), 1, st->get_debug_paths_material()->get_rid());
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	if (is_inside_tree()) {
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		RS::get_singleton()->instance_set_scenario(debug_instance, get_world_3d()->get_scenario());
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		RS::get_singleton()->instance_set_transform(debug_instance, get_global_transform());
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@@ -165,6 +167,42 @@ void Path3D::_update_debug_mesh() {
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	}
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}
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void Path3D::set_debug_custom_color(const Color &p_color) {
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	debug_custom_color = p_color;
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	_update_debug_path_material();
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}
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Ref<StandardMaterial3D> Path3D::get_debug_material() {
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	return debug_material;
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}
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const Color &Path3D::get_debug_custom_color() const {
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	return debug_custom_color;
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}
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void Path3D::_update_debug_path_material() {
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	SceneTree *st = SceneTree::get_singleton();
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	if (!debug_material.is_valid()) {
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		Ref<StandardMaterial3D> material = memnew(StandardMaterial3D);
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		debug_material = material;
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		material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
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		material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
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		material->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
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		material->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
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		material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
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	}
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	Color color = debug_custom_color;
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	if (color == Color(0.0, 0.0, 0.0)) {
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		// Use the default debug path color defined in the Project Settings.
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		color = st->get_debug_paths_color();
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	}
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	get_debug_material()->set_albedo(color);
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	emit_signal(SNAME("debug_color_changed"));
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}
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void Path3D::_curve_changed() {
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	if (is_inside_tree() && Engine::get_singleton()->is_editor_hint()) {
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		update_gizmos();
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@@ -211,9 +249,16 @@ void Path3D::_bind_methods() {
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	ClassDB::bind_method(D_METHOD("set_curve", "curve"), &Path3D::set_curve);
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	ClassDB::bind_method(D_METHOD("get_curve"), &Path3D::get_curve);
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	ClassDB::bind_method(D_METHOD("set_debug_custom_color", "debug_custom_color"), &Path3D::set_debug_custom_color);
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	ClassDB::bind_method(D_METHOD("get_debug_custom_color"), &Path3D::get_debug_custom_color);
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	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve3D", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_EDITOR_INSTANTIATE_OBJECT), "set_curve", "get_curve");
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	ADD_GROUP("Debug Shape", "debug_");
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	ADD_PROPERTY(PropertyInfo(Variant::COLOR, "debug_custom_color"), "set_debug_custom_color", "get_debug_custom_color");
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	ADD_SIGNAL(MethodInfo("curve_changed"));
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	ADD_SIGNAL(MethodInfo("debug_color_changed"));
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}
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void PathFollow3D::update_transform() {
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@@ -40,11 +40,14 @@ class Path3D : public Node3D {
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private:
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	Ref<Curve3D> curve;
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	RID debug_instance;
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	Color debug_custom_color;
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	Ref<ArrayMesh> debug_mesh;
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	Ref<Material> debug_material;
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	Callable update_callback; // Used only by CSG currently.
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	void _update_debug_mesh();
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	void _update_debug_path_material();
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	void _curve_changed();
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protected:
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@@ -58,6 +61,14 @@ public:
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	void set_curve(const Ref<Curve3D> &p_curve);
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	Ref<Curve3D> get_curve() const;
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	const Color &get_debug_custom_color() const;
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	void set_debug_custom_color(const Color &p_color);
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	bool get_debug_show() const;
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	void set_debug_show(bool p_show);
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	Ref<StandardMaterial3D> get_debug_material();
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	Path3D();
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	~Path3D();
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};
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