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https://github.com/Relintai/mesh_data_resource.git
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Update after Props2D changes.
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57a3c6ee34
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@ -69,7 +69,7 @@ bool Prop2DDataMeshData::_processor_handles(Node *node) {
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return i;
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return i;
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}
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}
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void Prop2DDataMeshData::_processor_process(Ref<PropData> prop_data, Node *node, const Transform &transform) {
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void Prop2DDataMeshData::_processor_process(Ref<Prop2DData> prop_data, Node *node, const Transform &transform) {
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MeshDataInstance *i = Object::cast_to<MeshDataInstance>(node);
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MeshDataInstance *i = Object::cast_to<MeshDataInstance>(node);
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ERR_FAIL_COND(!i);
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ERR_FAIL_COND(!i);
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@ -38,8 +38,8 @@ SOFTWARE.
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#include "../../props_2d/props/prop_2d_data.h"
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#include "../../props_2d/props/prop_2d_data.h"
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class Prop2DDataMeshData : public PropDataEntry {
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class Prop2DDataMeshData : public Prop2DDataEntry {
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GDCLASS(Prop2DDataMeshData, PropDataEntry);
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GDCLASS(Prop2DDataMeshData, Prop2DDataEntry);
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public:
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public:
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Ref<MeshDataResource> get_mesh() const;
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Ref<MeshDataResource> get_mesh() const;
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@ -59,7 +59,7 @@ public:
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#endif
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#endif
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bool _processor_handles(Node *node);
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bool _processor_handles(Node *node);
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void _processor_process(Ref<PropData> prop_data, Node *node, const Transform &transform);
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void _processor_process(Ref<Prop2DData> prop_data, Node *node, const Transform &transform);
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Node *_processor_get_node_for(const Transform &transform);
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Node *_processor_get_node_for(const Transform &transform);
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Prop2DDataMeshData();
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Prop2DDataMeshData();
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