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Move "Create Debug Tangents" into an editor plugin
Instead of exporting the "create_debug_tangents" function via METHOD_FLAG_EDITOR it gets executed by an editor plugin. This moves it from the "Manage object properties" menu into a mesh menu. It also adds undo/redo functionality to the create debug tangents option.
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@@ -390,13 +390,13 @@ void MeshInstance3D::_mesh_changed() {
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update_gizmos();
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}
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void MeshInstance3D::create_debug_tangents() {
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MeshInstance3D *MeshInstance3D::create_debug_tangents_node() {
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Vector<Vector3> lines;
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Vector<Color> colors;
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Ref<Mesh> mesh = get_mesh();
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if (!mesh.is_valid()) {
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return;
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return nullptr;
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}
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for (int i = 0; i < mesh->get_surface_count(); i++) {
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@@ -457,15 +457,23 @@ void MeshInstance3D::create_debug_tangents() {
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MeshInstance3D *mi = memnew(MeshInstance3D);
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mi->set_mesh(am);
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mi->set_name("DebugTangents");
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add_child(mi, true);
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#ifdef TOOLS_ENABLED
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return mi;
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}
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if (is_inside_tree() && this == get_tree()->get_edited_scene_root()) {
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mi->set_owner(this);
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} else {
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mi->set_owner(get_owner());
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}
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#endif
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return nullptr;
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}
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void MeshInstance3D::create_debug_tangents() {
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MeshInstance3D *mi = create_debug_tangents_node();
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if (!mi) {
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return;
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}
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add_child(mi, true);
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if (is_inside_tree() && this == get_tree()->get_edited_scene_root()) {
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mi->set_owner(this);
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} else {
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mi->set_owner(get_owner());
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}
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}
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@@ -495,8 +503,6 @@ void MeshInstance3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_blend_shape_value", "blend_shape_idx", "value"), &MeshInstance3D::set_blend_shape_value);
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ClassDB::bind_method(D_METHOD("create_debug_tangents"), &MeshInstance3D::create_debug_tangents);
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ClassDB::set_method_flags("MeshInstance3D", "create_debug_tangents", METHOD_FLAGS_DEFAULT | METHOD_FLAG_EDITOR);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_mesh", "get_mesh");
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ADD_GROUP("Skeleton", "");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "skin", PROPERTY_HINT_RESOURCE_TYPE, "Skin"), "set_skin", "get_skin");
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