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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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@@ -98,7 +98,7 @@ void VisualScriptPropertySelector::_update_search() {
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List<MethodInfo> methods;
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List<PropertyInfo> props;
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TreeItem *category = NULL;
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Ref<Texture> type_icons[Variant::VARIANT_MAX] = {
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Ref<Texture2D> type_icons[Variant::VARIANT_MAX] = {
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Control::get_icon("Variant", "EditorIcons"),
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Control::get_icon("bool", "EditorIcons"),
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Control::get_icon("int", "EditorIcons"),
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@@ -133,7 +133,7 @@ void VisualScriptPropertySelector::_update_search() {
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if (category) {
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category->set_text(0, b.replace_first("*", ""));
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category->set_selectable(0, false);
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Ref<Texture> icon;
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Ref<Texture2D> icon;
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String rep = b.replace("*", "");
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icon = EditorNode::get_singleton()->get_class_icon(rep);
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category->set_icon(0, icon);
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