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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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@@ -54,7 +54,7 @@ void EditorPath::_add_children_to_popup(Object *p_obj, int p_depth) {
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if (!obj)
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continue;
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Ref<Texture> icon = EditorNode::get_singleton()->get_object_icon(obj);
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Ref<Texture2D> icon = EditorNode::get_singleton()->get_object_icon(obj);
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int index = get_popup()->get_item_count();
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get_popup()->add_icon_item(icon, E->get().name.capitalize(), objects.size());
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@@ -90,7 +90,7 @@ void EditorPath::update_path() {
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if (!obj)
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continue;
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Ref<Texture> icon = EditorNode::get_singleton()->get_object_icon(obj);
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Ref<Texture2D> icon = EditorNode::get_singleton()->get_object_icon(obj);
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if (icon.is_valid())
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set_icon(icon);
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