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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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@@ -49,7 +49,7 @@ void draw_margin_line(Control *edit_draw, Vector2 from, Vector2 to) {
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}
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void TextureRegionEditor::_region_draw() {
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Ref<Texture> base_tex = NULL;
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Ref<Texture2D> base_tex = NULL;
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if (node_sprite)
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base_tex = node_sprite->get_texture();
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else if (node_sprite_3d)
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@@ -134,7 +134,7 @@ void TextureRegionEditor::_region_draw() {
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}
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}
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Ref<Texture> select_handle = get_icon("EditorHandle", "EditorIcons");
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Ref<Texture2D> select_handle = get_icon("EditorHandle", "EditorIcons");
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Rect2 scroll_rect(Point2(), base_tex->get_size());
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@@ -672,7 +672,7 @@ void TextureRegionEditor::_update_autoslice() {
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autoslice_is_dirty = false;
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autoslice_cache.clear();
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Ref<Texture> texture = NULL;
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Ref<Texture2D> texture = NULL;
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if (node_sprite)
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texture = node_sprite->get_texture();
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else if (node_sprite_3d)
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@@ -863,7 +863,7 @@ void TextureRegionEditor::_changed_callback(Object *p_changed, const char *p_pro
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}
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void TextureRegionEditor::_edit_region() {
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Ref<Texture> texture = NULL;
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Ref<Texture2D> texture = NULL;
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if (node_sprite)
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texture = node_sprite->get_texture();
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else if (node_sprite_3d)
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