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fix crash on mat creation after orm refactor
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354404db60
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@ -643,7 +643,7 @@ void EditorResourcePicker::drop_data_fw(const Point2 &p_point, const Variant &p_
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if (at == "SpatialMaterial" && ClassDB::is_parent_class(dropped_resource->get_class(), "Texture")) {
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// Use existing resource if possible and only replace its data.
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Ref<Material3D> mat = edited_resource;
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Ref<SpatialMaterial> mat = edited_resource;
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if (mat.is_null()) {
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mat.instance();
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}
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@ -637,9 +637,8 @@ private:
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RID indicators_instance;
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RID cursor_mesh;
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RID cursor_instance;
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Ref<Material3D> indicator_mat;
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Ref<SpatialMaterial> indicator_mat;
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Ref<ShaderMaterial> grid_mat[3];
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Ref<Material3D> cursor_material;
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// Scene drag and drop support
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Spatial *preview_node;
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@ -253,7 +253,7 @@ Ref<Material3D> FBXMaterial::import_material(ImportState &state) {
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const String p_fbx_current_directory = state.path;
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Ref<Material3D> spatial_material;
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Ref<SpatialMaterial> spatial_material;
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// read the material file
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// is material two sided
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@ -2919,7 +2919,7 @@ Error GLTFDocument::_parse_meshes(Ref<GLTFState> p_state) {
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//just add it
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Ref<Material3D> mat;
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Ref<Material> mat;
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if (p.has("material")) {
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const int material = p["material"];
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ERR_FAIL_INDEX_V(material, p_state->materials.size(), ERR_FILE_CORRUPT);
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@ -2930,7 +2930,7 @@ Error GLTFDocument::_parse_meshes(Ref<GLTFState> p_state) {
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mat = mat3d;
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} else if (has_vertex_color) {
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Ref<Material3D> mat3d;
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Ref<SpatialMaterial> mat3d;
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mat3d.instance();
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mat3d->set_flag(Material3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
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mat = mat3d;
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@ -3669,7 +3669,7 @@ Error GLTFDocument::_parse_materials(Ref<GLTFState> p_state) {
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for (GLTFMaterialIndex i = 0; i < materials.size(); i++) {
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const Dictionary &d = materials[i];
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Ref<Material3D> material;
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Ref<SpatialMaterial> material;
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material.instance();
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if (d.has("name") && !String(d["name"]).empty()) {
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material->set_name(d["name"]);
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@ -124,10 +124,10 @@ class GridMapEditor : public VBoxContainer {
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List<ClipboardItem> clipboard_items;
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Ref<Material3D> indicator_mat;
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Ref<Material3D> inner_mat;
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Ref<Material3D> outer_mat;
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Ref<Material3D> selection_floor_mat;
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Ref<SpatialMaterial> indicator_mat;
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Ref<SpatialMaterial> inner_mat;
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Ref<SpatialMaterial> outer_mat;
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Ref<SpatialMaterial> selection_floor_mat;
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bool updating;
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@ -822,7 +822,7 @@ void MeshInstance::create_debug_tangents() {
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}
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if (lines.size()) {
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Ref<Material3D> sm;
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Ref<SpatialMaterial> sm;
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sm.instance();
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sm->set_flag(Material3D::FLAG_UNSHADED, true);
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@ -421,7 +421,7 @@ void RayCast::_create_debug_shape() {
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void RayCast::_update_debug_shape_material(bool p_check_collision) {
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if (!debug_material.is_valid()) {
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Ref<Material3D> material = memnew(Material3D);
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Ref<SpatialMaterial> material = memnew(SpatialMaterial);
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debug_material = material;
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material->set_flag(Material3D::FLAG_UNSHADED, true);
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@ -539,7 +539,7 @@ void ShapeCast::_create_debug_shape() {
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void ShapeCast::_update_debug_shape_material(bool p_check_collision) {
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if (!debug_material.is_valid()) {
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Ref<Material3D> material = memnew(Material3D);
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Ref<SpatialMaterial> material = memnew(SpatialMaterial);
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debug_material = material;
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material->set_flag(Material3D::FLAG_UNSHADED, true);
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@ -1507,7 +1507,7 @@ Ref<MultiMesh> VoxelLightBaker::create_debug_multimesh(DebugMode p_mode) {
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}
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{
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Ref<Material3D> fsm;
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Ref<SpatialMaterial> fsm;
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fsm.instance();
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fsm->set_flag(Material3D::FLAG_SRGB_VERTEX_COLOR, true);
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fsm->set_flag(Material3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
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@ -1826,7 +1826,7 @@ RID Material3D::get_material_rid_for_2d(bool p_shaded, bool p_transparent, bool
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return materials_for_2d[hash]->get_rid();
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}
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Ref<Material3D> material;
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Ref<SpatialMaterial> material;
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material.instance();
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material->set_flag(FLAG_UNSHADED, !p_shaded);
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@ -458,6 +458,8 @@ protected:
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void _validate_property(PropertyInfo &property) const;
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virtual bool _can_do_next_pass() const { return true; }
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Material3D(bool p_orm = false);
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public:
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void set_albedo(const Color &p_albedo);
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Color get_albedo() const;
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@ -643,7 +645,6 @@ public:
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virtual Shader::Mode get_shader_mode() const;
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Material3D(bool p_orm = false);
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virtual ~Material3D();
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};
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