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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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@@ -205,7 +205,7 @@ void EditorPropertyRootMotion::update_property() {
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assign->set_tooltip(p);
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if (p == NodePath()) {
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assign->set_icon(Ref<Texture>());
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assign->set_icon(Ref<Texture2D>());
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assign->set_text(TTR("Assign..."));
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assign->set_flat(false);
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return;
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@@ -222,7 +222,7 @@ void EditorPropertyRootMotion::update_property() {
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}
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if (!base_node || !base_node->has_node(p)) {
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assign->set_icon(Ref<Texture>());
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assign->set_icon(Ref<Texture2D>());
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assign->set_text(p);
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return;
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}
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@@ -242,7 +242,7 @@ void EditorPropertyRootMotion::setup(const NodePath &p_base_hint) {
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void EditorPropertyRootMotion::_notification(int p_what) {
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if (p_what == NOTIFICATION_ENTER_TREE || p_what == NOTIFICATION_THEME_CHANGED) {
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Ref<Texture> t = get_icon("Clear", "EditorIcons");
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Ref<Texture2D> t = get_icon("Clear", "EditorIcons");
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clear->set_icon(t);
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}
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}
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