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Renaming of servers for coherency.
VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
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@@ -41,7 +41,7 @@
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#include "plugins/node_3d_editor_plugin.h"
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#include "scene/3d/camera_3d.h"
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#include "scene/gui/popup_menu.h"
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#include "servers/visual_server.h"
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#include "servers/rendering_server.h"
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Array EditorInterface::_make_mesh_previews(const Array &p_meshes, int p_preview_size) {
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@@ -64,25 +64,25 @@ Vector<Ref<Texture2D>> EditorInterface::make_mesh_previews(const Vector<Ref<Mesh
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int size = p_preview_size;
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RID scenario = VS::get_singleton()->scenario_create();
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RID scenario = RS::get_singleton()->scenario_create();
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RID viewport = VS::get_singleton()->viewport_create();
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VS::get_singleton()->viewport_set_update_mode(viewport, VS::VIEWPORT_UPDATE_ALWAYS);
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VS::get_singleton()->viewport_set_scenario(viewport, scenario);
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VS::get_singleton()->viewport_set_size(viewport, size, size);
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VS::get_singleton()->viewport_set_transparent_background(viewport, true);
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VS::get_singleton()->viewport_set_active(viewport, true);
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RID viewport_texture = VS::get_singleton()->viewport_get_texture(viewport);
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RID viewport = RS::get_singleton()->viewport_create();
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RS::get_singleton()->viewport_set_update_mode(viewport, RS::VIEWPORT_UPDATE_ALWAYS);
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RS::get_singleton()->viewport_set_scenario(viewport, scenario);
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RS::get_singleton()->viewport_set_size(viewport, size, size);
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RS::get_singleton()->viewport_set_transparent_background(viewport, true);
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RS::get_singleton()->viewport_set_active(viewport, true);
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RID viewport_texture = RS::get_singleton()->viewport_get_texture(viewport);
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RID camera = VS::get_singleton()->camera_create();
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VS::get_singleton()->viewport_attach_camera(viewport, camera);
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RID camera = RS::get_singleton()->camera_create();
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RS::get_singleton()->viewport_attach_camera(viewport, camera);
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RID light = VS::get_singleton()->directional_light_create();
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RID light_instance = VS::get_singleton()->instance_create2(light, scenario);
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RID light = RS::get_singleton()->directional_light_create();
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RID light_instance = RS::get_singleton()->instance_create2(light, scenario);
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RID light2 = VS::get_singleton()->directional_light_create();
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VS::get_singleton()->light_set_color(light2, Color(0.7, 0.7, 0.7));
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RID light_instance2 = VS::get_singleton()->instance_create2(light2, scenario);
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RID light2 = RS::get_singleton()->directional_light_create();
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RS::get_singleton()->light_set_color(light2, Color(0.7, 0.7, 0.7));
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RID light_instance2 = RS::get_singleton()->instance_create2(light2, scenario);
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EditorProgress ep("mlib", TTR("Creating Mesh Previews"), p_meshes.size());
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@@ -101,8 +101,8 @@ Vector<Ref<Texture2D>> EditorInterface::make_mesh_previews(const Vector<Ref<Mesh
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mesh_xform = (*p_transforms)[i];
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}
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RID inst = VS::get_singleton()->instance_create2(mesh->get_rid(), scenario);
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VS::get_singleton()->instance_set_transform(inst, mesh_xform);
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RID inst = RS::get_singleton()->instance_create2(mesh->get_rid(), scenario);
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RS::get_singleton()->instance_set_transform(inst, mesh_xform);
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AABB aabb = mesh->get_aabb();
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Vector3 ofs = aabb.position + aabb.size * 0.5;
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@@ -121,32 +121,32 @@ Vector<Ref<Texture2D>> EditorInterface::make_mesh_previews(const Vector<Ref<Mesh
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xform.invert();
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xform = mesh_xform * xform;
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VS::get_singleton()->camera_set_transform(camera, xform * Transform(Basis(), Vector3(0, 0, 3)));
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VS::get_singleton()->camera_set_orthogonal(camera, m * 2, 0.01, 1000.0);
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RS::get_singleton()->camera_set_transform(camera, xform * Transform(Basis(), Vector3(0, 0, 3)));
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RS::get_singleton()->camera_set_orthogonal(camera, m * 2, 0.01, 1000.0);
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VS::get_singleton()->instance_set_transform(light_instance, xform * Transform().looking_at(Vector3(-2, -1, -1), Vector3(0, 1, 0)));
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VS::get_singleton()->instance_set_transform(light_instance2, xform * Transform().looking_at(Vector3(+1, -1, -2), Vector3(0, 1, 0)));
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RS::get_singleton()->instance_set_transform(light_instance, xform * Transform().looking_at(Vector3(-2, -1, -1), Vector3(0, 1, 0)));
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RS::get_singleton()->instance_set_transform(light_instance2, xform * Transform().looking_at(Vector3(+1, -1, -2), Vector3(0, 1, 0)));
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ep.step(TTR("Thumbnail..."), i);
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Main::iteration();
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Main::iteration();
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Ref<Image> img = VS::get_singleton()->texture_2d_get(viewport_texture);
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Ref<Image> img = RS::get_singleton()->texture_2d_get(viewport_texture);
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ERR_CONTINUE(!img.is_valid() || img->empty());
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Ref<ImageTexture> it(memnew(ImageTexture));
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it->create_from_image(img);
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VS::get_singleton()->free(inst);
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RS::get_singleton()->free(inst);
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textures.push_back(it);
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}
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VS::get_singleton()->free(viewport);
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VS::get_singleton()->free(light);
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VS::get_singleton()->free(light_instance);
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VS::get_singleton()->free(light2);
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VS::get_singleton()->free(light_instance2);
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VS::get_singleton()->free(camera);
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VS::get_singleton()->free(scenario);
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RS::get_singleton()->free(viewport);
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RS::get_singleton()->free(light);
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RS::get_singleton()->free(light_instance);
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RS::get_singleton()->free(light2);
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RS::get_singleton()->free(light_instance2);
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RS::get_singleton()->free(camera);
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RS::get_singleton()->free(scenario);
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return textures;
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}
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