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More 3D Work
-=-=-=-=-=- -ESM Shadow Mapping for softer and less glitchy shadows -HDR Pipeline (convert to Linear on texture import, convert to SRGB at the end) -Fix to xml parse bug
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@@ -1078,6 +1078,18 @@ void Node::remove_from_group(const StringName& p_identifier) {
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}
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Array Node::_get_groups() const {
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Array groups;
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List<GroupInfo> gi;
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get_groups(&gi);
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for (List<GroupInfo>::Element *E=gi.front();E;E=E->next()) {
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groups.push_back(E->get().name);
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}
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return groups;
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}
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void Node::get_groups(List<GroupInfo> *p_groups) const {
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const StringName *K=NULL;
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@@ -1712,6 +1724,7 @@ void Node::_bind_methods() {
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ObjectTypeDB::bind_method(_MD("remove_from_group","group"),&Node::remove_from_group);
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ObjectTypeDB::bind_method(_MD("is_in_group","group"),&Node::is_in_group);
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ObjectTypeDB::bind_method(_MD("move_child","child_node:Node","to_pos"),&Node::move_child);
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ObjectTypeDB::bind_method(_MD("get_groups"),&Node::_get_groups);
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ObjectTypeDB::bind_method(_MD("raise"),&Node::raise);
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ObjectTypeDB::bind_method(_MD("set_owner","owner:Node"),&Node::set_owner);
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ObjectTypeDB::bind_method(_MD("get_owner:Node"),&Node::get_owner);
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