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Rename Transform to Transform3D in core
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@@ -878,7 +878,7 @@ void RendererSceneSkyRD::init(RendererStorageRD *p_storage) {
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}
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}
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void RendererSceneSkyRD::setup(RendererSceneEnvironmentRD *p_env, RID p_render_buffers, const CameraMatrix &p_projection, const Transform &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render) {
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void RendererSceneSkyRD::setup(RendererSceneEnvironmentRD *p_env, RID p_render_buffers, const CameraMatrix &p_projection, const Transform3D &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render) {
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ERR_FAIL_COND(!p_env); // I guess without an environment we also can't have a sky...
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SkyMaterialData *material = nullptr;
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@@ -1048,7 +1048,7 @@ void RendererSceneSkyRD::setup(RendererSceneEnvironmentRD *p_env, RID p_render_b
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RD::get_singleton()->buffer_update(sky_scene_state.uniform_buffer, 0, sizeof(SkySceneState::UBO), &sky_scene_state.ubo);
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}
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void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraMatrix &p_projection, const Transform &p_transform, double p_time) {
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void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraMatrix &p_projection, const Transform3D &p_transform, double p_time) {
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ERR_FAIL_COND(!p_env);
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Sky *sky = get_sky(p_env->sky);
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@@ -1135,7 +1135,7 @@ void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraM
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RD::DrawListID cubemap_draw_list;
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for (int i = 0; i < 6; i++) {
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Transform local_view;
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Transform3D local_view;
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local_view.set_look_at(Vector3(0, 0, 0), view_normals[i], view_up[i]);
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RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES, sky_shader.default_shader_rd);
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@@ -1153,7 +1153,7 @@ void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraM
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RD::DrawListID cubemap_draw_list;
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for (int i = 0; i < 6; i++) {
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Transform local_view;
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Transform3D local_view;
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local_view.set_look_at(Vector3(0, 0, 0), view_normals[i], view_up[i]);
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RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP_HALF_RES, sky_shader.default_shader_rd);
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@@ -1167,7 +1167,7 @@ void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraM
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PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP];
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for (int i = 0; i < 6; i++) {
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Transform local_view;
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Transform3D local_view;
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local_view.set_look_at(Vector3(0, 0, 0), view_normals[i], view_up[i]);
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RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP, sky_shader.default_shader_rd);
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@@ -1213,7 +1213,7 @@ void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraM
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}
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}
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void RendererSceneSkyRD::draw(RendererSceneEnvironmentRD *p_env, bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, const CameraMatrix &p_projection, const Transform &p_transform, double p_time) {
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void RendererSceneSkyRD::draw(RendererSceneEnvironmentRD *p_env, bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, const CameraMatrix &p_projection, const Transform3D &p_transform, double p_time) {
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ERR_FAIL_COND(!p_env);
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Sky *sky = get_sky(p_env->sky);
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