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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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@@ -377,13 +377,13 @@ SpriteBase3D::SpriteBase3D() {
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modulate = Color(1, 1, 1, 1);
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pending_update = false;
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opacity = 1.0;
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immediate = VisualServer::get_singleton()->immediate_create();
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immediate = RenderingServer::get_singleton()->immediate_create();
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set_base(immediate);
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}
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SpriteBase3D::~SpriteBase3D() {
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VisualServer::get_singleton()->free(immediate);
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RenderingServer::get_singleton()->free(immediate);
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}
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///////////////////////////////////////////
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@@ -392,7 +392,7 @@ void Sprite3D::_draw() {
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RID immediate = get_immediate();
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VS::get_singleton()->immediate_clear(immediate);
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RS::get_singleton()->immediate_clear(immediate);
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if (!texture.is_valid())
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return;
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Vector2 tsize = texture->get_size();
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@@ -475,9 +475,9 @@ void Sprite3D::_draw() {
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}
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RID mat = StandardMaterial3D::get_material_rid_for_2d(get_draw_flag(FLAG_SHADED), get_draw_flag(FLAG_TRANSPARENT), get_draw_flag(FLAG_DOUBLE_SIDED), get_alpha_cut_mode() == ALPHA_CUT_DISCARD, get_alpha_cut_mode() == ALPHA_CUT_OPAQUE_PREPASS, get_billboard_mode() == StandardMaterial3D::BILLBOARD_ENABLED, get_billboard_mode() == StandardMaterial3D::BILLBOARD_FIXED_Y);
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VS::get_singleton()->immediate_set_material(immediate, mat);
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RS::get_singleton()->immediate_set_material(immediate, mat);
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VS::get_singleton()->immediate_begin(immediate, VS::PRIMITIVE_TRIANGLES, texture->get_rid());
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RS::get_singleton()->immediate_begin(immediate, RS::PRIMITIVE_TRIANGLES, texture->get_rid());
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int x_axis = ((axis + 1) % 3);
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int y_axis = ((axis + 2) % 3);
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@@ -502,15 +502,15 @@ void Sprite3D::_draw() {
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static const int index[6] = { 0, 1, 2, 0, 2, 3 };
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VS::get_singleton()->immediate_normal(immediate, normal);
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VS::get_singleton()->immediate_tangent(immediate, tangent);
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VS::get_singleton()->immediate_color(immediate, color);
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VS::get_singleton()->immediate_uv(immediate, uvs[i]);
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RS::get_singleton()->immediate_normal(immediate, normal);
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RS::get_singleton()->immediate_tangent(immediate, tangent);
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RS::get_singleton()->immediate_color(immediate, color);
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RS::get_singleton()->immediate_uv(immediate, uvs[i]);
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Vector3 vtx;
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vtx[x_axis] = vertices[index[i]][0];
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vtx[y_axis] = vertices[index[i]][1];
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VS::get_singleton()->immediate_vertex(immediate, vtx);
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RS::get_singleton()->immediate_vertex(immediate, vtx);
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if (i == 0) {
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aabb.position = vtx;
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aabb.size = Vector3();
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@@ -519,7 +519,7 @@ void Sprite3D::_draw() {
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}
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}
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set_aabb(aabb);
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VS::get_singleton()->immediate_end(immediate);
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RS::get_singleton()->immediate_end(immediate);
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}
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void Sprite3D::_texture_changed() {
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@@ -717,7 +717,7 @@ Sprite3D::Sprite3D() {
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void AnimatedSprite3D::_draw() {
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RID immediate = get_immediate();
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VS::get_singleton()->immediate_clear(immediate);
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RS::get_singleton()->immediate_clear(immediate);
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if (frames.is_null()) {
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return;
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@@ -810,9 +810,9 @@ void AnimatedSprite3D::_draw() {
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RID mat = StandardMaterial3D::get_material_rid_for_2d(get_draw_flag(FLAG_SHADED), get_draw_flag(FLAG_TRANSPARENT), get_draw_flag(FLAG_DOUBLE_SIDED), get_alpha_cut_mode() == ALPHA_CUT_DISCARD, get_alpha_cut_mode() == ALPHA_CUT_OPAQUE_PREPASS, get_billboard_mode() == StandardMaterial3D::BILLBOARD_ENABLED, get_billboard_mode() == StandardMaterial3D::BILLBOARD_FIXED_Y);
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VS::get_singleton()->immediate_set_material(immediate, mat);
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RS::get_singleton()->immediate_set_material(immediate, mat);
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VS::get_singleton()->immediate_begin(immediate, VS::PRIMITIVE_TRIANGLES, texture->get_rid());
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RS::get_singleton()->immediate_begin(immediate, RS::PRIMITIVE_TRIANGLES, texture->get_rid());
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int x_axis = ((axis + 1) % 3);
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int y_axis = ((axis + 2) % 3);
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@@ -840,15 +840,15 @@ void AnimatedSprite3D::_draw() {
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0, 2, 3
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};
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VS::get_singleton()->immediate_normal(immediate, normal);
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VS::get_singleton()->immediate_tangent(immediate, tangent);
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VS::get_singleton()->immediate_color(immediate, color);
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VS::get_singleton()->immediate_uv(immediate, uvs[i]);
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RS::get_singleton()->immediate_normal(immediate, normal);
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RS::get_singleton()->immediate_tangent(immediate, tangent);
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RS::get_singleton()->immediate_color(immediate, color);
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RS::get_singleton()->immediate_uv(immediate, uvs[i]);
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Vector3 vtx;
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vtx[x_axis] = vertices[indices[i]][0];
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vtx[y_axis] = vertices[indices[i]][1];
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VS::get_singleton()->immediate_vertex(immediate, vtx);
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RS::get_singleton()->immediate_vertex(immediate, vtx);
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if (i == 0) {
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aabb.position = vtx;
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aabb.size = Vector3();
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@@ -857,7 +857,7 @@ void AnimatedSprite3D::_draw() {
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}
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}
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set_aabb(aabb);
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VS::get_singleton()->immediate_end(immediate);
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RS::get_singleton()->immediate_end(immediate);
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}
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void AnimatedSprite3D::_validate_property(PropertyInfo &property) const {
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