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Update if == NOTIFICATION_* to switch statements to match coding style
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@@ -49,18 +49,20 @@ void MeshEditor::gui_input(const Ref<InputEvent> &p_event) {
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}
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void MeshEditor::_notification(int p_what) {
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if (p_what == NOTIFICATION_READY) {
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//get_scene()->connect("node_removed",this,"_node_removed");
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switch (p_what) {
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case NOTIFICATION_READY: {
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//get_scene()->connect("node_removed",this,"_node_removed");
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if (first_enter) {
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//it's in propertyeditor so. could be moved around
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if (first_enter) {
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//it's in propertyeditor so. could be moved around
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light_1_switch->set_normal_texture(get_theme_icon(SNAME("MaterialPreviewLight1"), SNAME("EditorIcons")));
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light_1_switch->set_pressed_texture(get_theme_icon(SNAME("MaterialPreviewLight1Off"), SNAME("EditorIcons")));
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light_2_switch->set_normal_texture(get_theme_icon(SNAME("MaterialPreviewLight2"), SNAME("EditorIcons")));
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light_2_switch->set_pressed_texture(get_theme_icon(SNAME("MaterialPreviewLight2Off"), SNAME("EditorIcons")));
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first_enter = false;
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}
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light_1_switch->set_normal_texture(get_theme_icon(SNAME("MaterialPreviewLight1"), SNAME("EditorIcons")));
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light_1_switch->set_pressed_texture(get_theme_icon(SNAME("MaterialPreviewLight1Off"), SNAME("EditorIcons")));
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light_2_switch->set_normal_texture(get_theme_icon(SNAME("MaterialPreviewLight2"), SNAME("EditorIcons")));
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light_2_switch->set_pressed_texture(get_theme_icon(SNAME("MaterialPreviewLight2Off"), SNAME("EditorIcons")));
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first_enter = false;
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}
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} break;
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}
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}
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