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Unify naming of blendshape / morphtarget into just "Blend Shape"
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@@ -93,7 +93,7 @@ public:
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Vector<RID> reflection_probe_instances;
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Vector<RID> gi_probe_instances;
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Vector<float> morph_values;
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Vector<float> blend_values;
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//BakedLightData *baked_light;
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VS::ShadowCastingSetting cast_shadows;
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@@ -244,12 +244,12 @@ public:
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virtual void mesh_add_surface(RID p_mesh,uint32_t p_format,VS::PrimitiveType p_primitive,const PoolVector<uint8_t>& p_array,int p_vertex_count,const PoolVector<uint8_t>& p_index_array,int p_index_count,const Rect3& p_aabb,const Vector<PoolVector<uint8_t> >& p_blend_shapes=Vector<PoolVector<uint8_t> >(),const Vector<Rect3>& p_bone_aabbs=Vector<Rect3>())=0;
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virtual void mesh_set_morph_target_count(RID p_mesh,int p_amount)=0;
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virtual int mesh_get_morph_target_count(RID p_mesh) const=0;
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virtual void mesh_set_blend_shape_count(RID p_mesh,int p_amount)=0;
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virtual int mesh_get_blend_shape_count(RID p_mesh) const=0;
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virtual void mesh_set_morph_target_mode(RID p_mesh,VS::MorphTargetMode p_mode)=0;
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virtual VS::MorphTargetMode mesh_get_morph_target_mode(RID p_mesh) const=0;
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virtual void mesh_set_blend_shape_mode(RID p_mesh,VS::BlendShapeMode p_mode)=0;
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virtual VS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const=0;
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virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material)=0;
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virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const=0;
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