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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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@@ -925,7 +925,7 @@ void GridMapEditor::update_palette() {
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for (List<_CGMEItemSort>::Element *E = il.front(); E; E = E->next()) {
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int id = E->get().id;
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String name = mesh_library->get_item_name(id);
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Ref<Texture> preview = mesh_library->get_item_preview(id);
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Ref<Texture2D> preview = mesh_library->get_item_preview(id);
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if (name == "") {
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name = "#" + itos(id);
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