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Modernized default 3D material, fixes material bugs.
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@@ -237,18 +237,18 @@ MaterialEditorPlugin::MaterialEditorPlugin(EditorNode *p_node) {
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add_inspector_plugin(plugin);
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}
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String SpatialMaterialConversionPlugin::converts_to() const {
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String StandardMaterial3DConversionPlugin::converts_to() const {
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return "ShaderMaterial";
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}
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bool SpatialMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
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bool StandardMaterial3DConversionPlugin::handles(const Ref<Resource> &p_resource) const {
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Ref<SpatialMaterial> mat = p_resource;
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Ref<StandardMaterial3D> mat = p_resource;
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return mat.is_valid();
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}
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Ref<Resource> SpatialMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
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Ref<Resource> StandardMaterial3DConversionPlugin::convert(const Ref<Resource> &p_resource) const {
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Ref<SpatialMaterial> mat = p_resource;
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Ref<StandardMaterial3D> mat = p_resource;
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ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());
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Ref<ShaderMaterial> smat;
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@@ -268,7 +268,7 @@ Ref<Resource> SpatialMaterialConversionPlugin::convert(const Ref<Resource> &p_re
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for (List<PropertyInfo>::Element *E = params.front(); E; E = E->next()) {
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// Texture parameter has to be treated specially since SpatialMaterial saved it
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// Texture parameter has to be treated specially since StandardMaterial3D saved it
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// as RID but ShaderMaterial needs Texture itself
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Ref<Texture2D> texture = mat->get_texture_by_name(E->get().name);
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if (texture.is_valid()) {
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