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Texture refactor
-Texture renamed to Texture2D -TextureLayered as base now inherits 2Darray, cubemap and cubemap array -Removed all references to flags in textures (they will go in the shader) -Texture3D gone for now (will come back later done properly) -Create base rasterizer for RenderDevice, RasterizerRD
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@@ -819,8 +819,8 @@ void CodeTextEditor::_complete_request() {
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text_editor->code_complete(entries, forced);
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}
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Ref<Texture> CodeTextEditor::_get_completion_icon(const ScriptCodeCompletionOption &p_option) {
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Ref<Texture> tex;
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Ref<Texture2D> CodeTextEditor::_get_completion_icon(const ScriptCodeCompletionOption &p_option) {
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Ref<Texture2D> tex;
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switch (p_option.kind) {
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case ScriptCodeCompletionOption::KIND_CLASS: {
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if (has_icon(p_option.display, "EditorIcons")) {
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