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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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@@ -468,7 +468,7 @@ void TileMapEditor::_update_palette() {
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palette->add_item(String());
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}
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Ref<Texture> tex = tileset->tile_get_texture(entries[i].id);
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Ref<Texture2D> tex = tileset->tile_get_texture(entries[i].id);
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if (tex.is_valid()) {
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Rect2 region = tileset->tile_get_region(entries[i].id);
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@@ -528,7 +528,7 @@ void TileMapEditor::_update_palette() {
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};
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entries2.sort_custom<SwapComparator>();
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Ref<Texture> tex = tileset->tile_get_texture(sel_tile);
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Ref<Texture2D> tex = tileset->tile_get_texture(sel_tile);
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for (int i = 0; i < entries2.size(); i++) {
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@@ -761,7 +761,7 @@ void TileMapEditor::_erase_selection() {
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void TileMapEditor::_draw_cell(Control *p_viewport, int p_cell, const Point2i &p_point, bool p_flip_h, bool p_flip_v, bool p_transpose, const Point2i &p_autotile_coord, const Transform2D &p_xform) {
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Ref<Texture> t = node->get_tileset()->tile_get_texture(p_cell);
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Ref<Texture2D> t = node->get_tileset()->tile_get_texture(p_cell);
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if (t.is_null())
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return;
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