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Add base support for 2D meshes in Godot, including Sprite -> Mesh2D conversion.
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@@ -742,7 +742,7 @@ void VisualServerCanvas::canvas_item_add_set_transform(RID p_item, const Transfo
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canvas_item->commands.push_back(tr);
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}
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void VisualServerCanvas::canvas_item_add_mesh(RID p_item, const RID &p_mesh, RID p_skeleton) {
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void VisualServerCanvas::canvas_item_add_mesh(RID p_item, const RID &p_mesh, RID p_texture, RID p_normal_map, RID p_skeleton) {
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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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@@ -750,6 +750,8 @@ void VisualServerCanvas::canvas_item_add_mesh(RID p_item, const RID &p_mesh, RID
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Item::CommandMesh *m = memnew(Item::CommandMesh);
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ERR_FAIL_COND(!m);
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m->mesh = p_mesh;
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m->texture = p_texture;
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m->normal_map = p_normal_map;
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m->skeleton = p_skeleton;
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canvas_item->commands.push_back(m);
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@@ -774,7 +776,7 @@ void VisualServerCanvas::canvas_item_add_particles(RID p_item, RID p_particles,
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canvas_item->commands.push_back(part);
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}
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void VisualServerCanvas::canvas_item_add_multimesh(RID p_item, RID p_mesh, RID p_skeleton) {
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void VisualServerCanvas::canvas_item_add_multimesh(RID p_item, RID p_mesh, RID p_texture, RID p_normal_map, RID p_skeleton) {
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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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@@ -783,6 +785,8 @@ void VisualServerCanvas::canvas_item_add_multimesh(RID p_item, RID p_mesh, RID p
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ERR_FAIL_COND(!mm);
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mm->multimesh = p_mesh;
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mm->skeleton = p_skeleton;
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mm->texture = p_texture;
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mm->normal_map = p_normal_map;
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canvas_item->rect_dirty = true;
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canvas_item->commands.push_back(mm);
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