Texture refactor
-Texture renamed to Texture2D -TextureLayered as base now inherits 2Darray, cubemap and cubemap array -Removed all references to flags in textures (they will go in the shader) -Texture3D gone for now (will come back later done properly) -Create base rasterizer for RenderDevice, RasterizerRD
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287 changed files with 2829 additions and 2540 deletions
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@ -205,7 +205,7 @@ bool SceneTreeEditor::_add_nodes(Node *p_node, TreeItem *p_parent) {
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item->set_collapsed(true);
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}
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Ref<Texture> icon = EditorNode::get_singleton()->get_object_icon(p_node, "Node");
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Ref<Texture2D> icon = EditorNode::get_singleton()->get_object_icon(p_node, "Node");
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item->set_icon(0, icon);
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item->set_metadata(0, p_node->get_path());
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@ -929,7 +929,7 @@ Variant SceneTreeEditor::get_drag_data_fw(const Point2 &p_point, Control *p_from
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return Variant(); //not editable tree
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Vector<Node *> selected;
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Vector<Ref<Texture> > icons;
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Vector<Ref<Texture2D> > icons;
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TreeItem *next = tree->get_next_selected(NULL);
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while (next) {
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