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Fixed 3D preview problem
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parent
ab7568ccc5
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@ -595,19 +595,13 @@ func update_preview_2d(node = null) -> void:
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preview_2d_background.set_generator(null)
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preview_2d_background.set_generator(null)
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func update_preview_3d(previews : Array) -> void:
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func update_preview_3d(previews : Array) -> void:
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var visible_previews = []
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for p in previews:
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if p.is_visible_in_tree():
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visible_previews.push_back(p)
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if visible_previews.empty():
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return
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var graph_edit : MMGraphEdit = get_current_graph_edit()
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var graph_edit : MMGraphEdit = get_current_graph_edit()
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if graph_edit != null and graph_edit.top_generator != null and graph_edit.top_generator.has_node("Material"):
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if graph_edit != null and graph_edit.top_generator != null and graph_edit.top_generator.has_node("Material"):
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var gen_material = graph_edit.top_generator.get_node("Material")
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var gen_material = graph_edit.top_generator.get_node("Material")
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var status = gen_material.render_textures()
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var status = gen_material.render_textures()
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while status is GDScriptFunctionState:
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while status is GDScriptFunctionState:
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status = yield(status, "completed")
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status = yield(status, "completed")
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for p in visible_previews:
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for p in previews:
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gen_material.update_materials(p.get_materials())
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gen_material.update_materials(p.get_materials())
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var selected_node = null
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var selected_node = null
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