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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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@@ -167,7 +167,7 @@ void SpriteEditor::_menu_option(int p_option) {
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void SpriteEditor::_update_mesh_data() {
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Ref<Texture> texture = node->get_texture();
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Ref<Texture2D> texture = node->get_texture();
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if (texture.is_null()) {
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err_dialog->set_text(TTR("Sprite is empty!"));
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err_dialog->popup_centered_minsize();
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@@ -476,7 +476,7 @@ void SpriteEditor::_add_as_sibling_or_child(Node *p_own_node, Node *p_new_node)
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void SpriteEditor::_debug_uv_draw() {
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Ref<Texture> tex = node->get_texture();
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Ref<Texture2D> tex = node->get_texture();
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ERR_FAIL_COND(!tex.is_valid());
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Point2 draw_pos_offset = Point2(1.0, 1.0);
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