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Finally figured out how to implement AnimatedTexture properly.
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@@ -95,10 +95,11 @@ void VisualServerRaster::request_frame_drawn_callback(Object *p_where, const Str
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void VisualServerRaster::draw(bool p_swap_buffers) {
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changes = 0;
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//needs to be done before changes is reset to 0, to not force the editor to redraw
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VS::get_singleton()->emit_signal("frame_pre_draw");
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changes = 0;
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VSG::rasterizer->begin_frame();
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VSG::scene->update_dirty_instances(); //update scene stuff
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