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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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@@ -31,7 +31,7 @@
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#include "arvr_interface_gdnative.h"
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#include "core/input/input_filter.h"
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#include "servers/arvr/arvr_positional_tracker.h"
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#include "servers/visual/visual_server_globals.h"
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#include "servers/rendering/rendering_server_globals.h"
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void ARVRInterfaceGDNative::_bind_methods() {
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ADD_PROPERTY_DEFAULT("interface_is_initialized", false);
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@@ -292,7 +292,7 @@ void GDAPI godot_arvr_blit(godot_int p_eye, godot_rid *p_render_target, godot_re
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#warning this needs to be redone
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#endif
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#if 0
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VSG::rasterizer->blit_render_target_to_screen(*render_target, screen_rect, 0);
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RSG::rasterizer->blit_render_target_to_screen(*render_target, screen_rect, 0);
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#endif
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}
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@@ -302,13 +302,13 @@ godot_int GDAPI godot_arvr_get_texid(godot_rid *p_render_target) {
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#if 0
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RID *render_target = (RID *)p_render_target;
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RID eye_texture = VSG::storage->render_target_get_texture(*render_target);
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RID eye_texture = RSG::storage->render_target_get_texture(*render_target);
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#endif
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#ifndef _MSC_VER
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#warning need to obtain this ID again
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#endif
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uint32_t texid = 0; //VS::get_singleton()->texture_get_texid(eye_texture);
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uint32_t texid = 0; //RS::get_singleton()->texture_get_texid(eye_texture);
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return texid;
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}
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