Remove a few includes of curve.h, texture.h and resource_loader.h + resource_saver.h.
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15 changed files with 17 additions and 5 deletions
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@ -31,6 +31,7 @@
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#pragma once
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#include "scene/2d/node_2d.h"
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#include "scene/resources/curve.h"
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#include "scene/resources/gradient.h"
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class RandomNumberGenerator;
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@ -31,6 +31,7 @@
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#pragma once
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#include "scene/2d/node_2d.h"
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#include "scene/resources/curve.h"
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#include "scene/resources/gradient.h"
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class Line2D : public Node2D {
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@ -31,6 +31,7 @@
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#pragma once
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#include "scene/3d/skeleton_modifier_3d.h"
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#include "scene/resources/curve.h"
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class BoneTwistDisperser3D : public SkeletonModifier3D {
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GDCLASS(BoneTwistDisperser3D, SkeletonModifier3D);
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@ -31,6 +31,7 @@
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#pragma once
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#include "scene/3d/visual_instance_3d.h"
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#include "scene/resources/curve.h"
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#include "scene/resources/gradient.h"
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class RandomNumberGenerator;
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@ -31,6 +31,7 @@
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#pragma once
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#include "scene/3d/skeleton_modifier_3d.h"
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#include "scene/resources/curve.h"
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#ifndef DISABLE_DEPRECATED
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namespace compat::SpringBoneSimulator3D {
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@ -32,6 +32,8 @@
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#include "core/config/project_settings.h"
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#include "core/math/geometry_3d.h"
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#include "scene/resources/curve.h"
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#include "scene/resources/texture.h"
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static _FORCE_INLINE_ void get_uv_and_normal(const Vector3 &p_pos, const Vector3 *p_vtx, const Vector2 *p_uv, const Vector3 *p_normal, Vector2 &r_uv, Vector3 &r_normal) {
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if (p_pos.is_equal_approx(p_vtx[0])) {
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@ -31,6 +31,7 @@
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#pragma once
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#include "scene/resources/material.h"
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#include "scene/resources/texture.h"
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class FogMaterial : public Material {
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GDCLASS(FogMaterial, Material);
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@ -30,6 +30,8 @@
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#include "mesh_library.h"
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#include "scene/resources/texture.h"
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#ifndef PHYSICS_3D_DISABLED
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#include "box_shape_3d.h"
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#endif // PHYSICS_3D_DISABLED
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@ -30,6 +30,7 @@
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#pragma once
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#include "scene/resources/curve.h"
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#include "scene/resources/font.h"
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#include "scene/resources/mesh.h"
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#include "servers/text/text_server.h"
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@ -32,6 +32,7 @@
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#include "core/config/project_settings.h"
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#include "core/version.h"
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#include "scene/resources/texture.h"
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Mutex ProceduralSkyMaterial::shader_mutex;
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RID ProceduralSkyMaterial::shader_cache[4];
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@ -30,6 +30,7 @@
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#pragma once
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#include "scene/resources/curve.h"
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#include "scene/resources/texture.h"
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class CurveTexture : public Texture2D {
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@ -35,6 +35,7 @@
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#include "core/error/error_macros.h"
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#include "core/version.h"
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#include "scene/main/scene_tree.h"
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#include "scene/resources/texture.h"
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void Material::set_next_pass(const Ref<Material> &p_pass) {
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for (Ref<Material> pass_child = p_pass; pass_child.is_valid(); pass_child = pass_child->get_next_pass()) {
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@ -33,7 +33,6 @@
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#include "core/io/resource.h"
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#include "core/templates/self_list.h"
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#include "scene/resources/shader.h"
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#include "scene/resources/texture.h"
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#include "servers/rendering/rendering_server.h"
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class Material : public Resource {
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@ -31,11 +31,11 @@
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#pragma once
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#include "core/io/resource.h"
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#include "core/io/resource_loader.h"
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#include "core/io/resource_saver.h"
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#include "scene/resources/texture.h"
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#include "shader_include.h"
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class Texture;
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class Texture2D;
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class Shader : public Resource {
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GDCLASS(Shader, Resource);
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OBJ_SAVE_TYPE(Shader);
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@ -33,7 +33,6 @@
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#include "core/io/image.h"
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#include "core/io/resource.h"
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#include "core/variant/typed_array.h"
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#include "scene/resources/curve.h"
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class Texture : public Resource {
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GDCLASS(Texture, Resource);
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