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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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@@ -980,7 +980,7 @@ void Polygon2DEditor::_uv_draw() {
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if (!uv_edit->is_visible() || !_get_node())
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return;
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Ref<Texture> base_tex = node->get_texture();
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Ref<Texture2D> base_tex = node->get_texture();
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if (base_tex.is_null())
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return;
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@@ -1050,7 +1050,7 @@ void Polygon2DEditor::_uv_draw() {
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}
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// All UV points are sharp, so use the sharp handle icon
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Ref<Texture> handle = get_icon("EditorPathSharpHandle", "EditorIcons");
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Ref<Texture2D> handle = get_icon("EditorPathSharpHandle", "EditorIcons");
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Color poly_line_color = Color(0.9, 0.5, 0.5);
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if (polygons.size() || polygon_create.size()) {
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