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Use single-precision floats in GradientEdit
Gradient itself only uses single-precision floats, so using double-precision floats in GradientEdit is both unnecessary, and creates casting issues.
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@@ -382,7 +382,7 @@ void GradientEdit::_color_changed(const Color &p_color) {
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emit_signal(SNAME("ramp_changed"));
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}
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void GradientEdit::set_ramp(const Vector<real_t> &p_offsets, const Vector<Color> &p_colors) {
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void GradientEdit::set_ramp(const Vector<float> &p_offsets, const Vector<Color> &p_colors) {
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ERR_FAIL_COND(p_offsets.size() != p_colors.size());
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points.clear();
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for (int i = 0; i < p_offsets.size(); i++) {
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@@ -396,8 +396,8 @@ void GradientEdit::set_ramp(const Vector<real_t> &p_offsets, const Vector<Color>
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update();
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}
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Vector<real_t> GradientEdit::get_offsets() const {
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Vector<real_t> ret;
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Vector<float> GradientEdit::get_offsets() const {
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Vector<float> ret;
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for (int i = 0; i < points.size(); i++) {
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ret.push_back(points[i].offset);
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}
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