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Little Bits
-=-=-=-=-=- -Fixed small bugs all around -Added ability to show/hide entire sections of the spatial (3D) tree -WIP new vehicle (not ready yet) based on Bullet
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@@ -1175,6 +1175,8 @@ public:
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virtual void texture_set_size_override(RID p_texture,int p_width, int p_height);
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virtual void texture_set_reload_hook(RID p_texture,ObjectID p_owner,const StringName& p_function) const;
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GLuint _texture_get_name(RID p_tex);
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/* SHADER API */
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virtual RID shader_create(VS::ShaderMode p_mode=VS::SHADER_MATERIAL);
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@@ -1508,7 +1510,7 @@ public:
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virtual int get_render_info(VS::RenderInfo p_info);
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void set_base_framebuffer(GLuint p_id);
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void set_base_framebuffer(GLuint p_id, Vector2 p_size = Vector2(0, 0));
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virtual void flush_frame(); //not necesary in most cases
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void set_extensions(const char *p_strings);
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@@ -1520,6 +1522,7 @@ public:
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virtual bool has_feature(VS::Features p_feature) const;
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static RasterizerGLES2* get_singleton();
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RasterizerGLES2(bool p_compress_arrays=false,bool p_keep_ram_copy=true,bool p_default_fragment_lighting=true,bool p_use_reload_hooks=false);
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virtual ~RasterizerGLES2();
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