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Added polygon antialiasing, but it does not work on nvidia. Will have to try something else..
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@@ -632,7 +632,7 @@ void VisualServerCanvas::canvas_item_add_primitive(RID p_item, const Vector<Poin
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canvas_item->commands.push_back(prim);
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}
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void VisualServerCanvas::canvas_item_add_polygon(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, RID p_texture, RID p_normal_map) {
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void VisualServerCanvas::canvas_item_add_polygon(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, RID p_texture, RID p_normal_map, bool p_antialiased) {
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Item *canvas_item = canvas_item_owner.getornull(p_item);
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ERR_FAIL_COND(!canvas_item);
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@@ -661,6 +661,7 @@ void VisualServerCanvas::canvas_item_add_polygon(RID p_item, const Vector<Point2
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polygon->colors = p_colors;
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polygon->indices = indices;
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polygon->count = indices.size();
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polygon->antialiased = p_antialiased;
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canvas_item->rect_dirty = true;
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canvas_item->commands.push_back(polygon);
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@@ -745,6 +746,7 @@ void VisualServerCanvas::canvas_item_add_particles(RID p_item, RID p_particles,
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//take the chance and request processing for them, at least once until they become visible again
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VSG::storage->particles_request_process(p_particles);
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canvas_item->rect_dirty = true;
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canvas_item->commands.push_back(part);
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}
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@@ -758,6 +760,7 @@ void VisualServerCanvas::canvas_item_add_multimesh(RID p_item, RID p_mesh, RID p
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mm->multimesh = p_mesh;
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mm->skeleton = p_skeleton;
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canvas_item->rect_dirty = true;
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canvas_item->commands.push_back(mm);
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}
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