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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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@@ -573,7 +573,7 @@ void AbstractPolygon2DEditor::forward_canvas_draw_over_viewport(Control *p_overl
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Transform2D xform = canvas_item_editor->get_canvas_transform() * _get_node()->get_global_transform();
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// All polygon points are sharp, so use the sharp handle icon
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const Ref<Texture> handle = get_icon("EditorPathSharpHandle", "EditorIcons");
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const Ref<Texture2D> handle = get_icon("EditorPathSharpHandle", "EditorIcons");
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const Vertex active_point = get_active_point();
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const int n_polygons = _get_polygon_count();
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@@ -661,7 +661,7 @@ void AbstractPolygon2DEditor::forward_canvas_draw_over_viewport(Control *p_overl
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if (edge_point.valid()) {
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Ref<Texture> add_handle = get_icon("EditorHandleAdd", "EditorIcons");
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Ref<Texture2D> add_handle = get_icon("EditorHandleAdd", "EditorIcons");
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p_overlay->draw_texture(add_handle, edge_point.pos - add_handle->get_size() * 0.5);
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}
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}
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