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https://github.com/Relintai/pandemonium_engine.git
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Moved more includes to cpp files.
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c621049e61
commit
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@ -31,6 +31,7 @@
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#include "sprite_3d.h"
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#include "core/core_string_names.h"
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#include "scene/scene_string_names.h"
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#include "scene/2d/animated_sprite.h"
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Color SpriteBase3D::_get_color_accum() {
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if (!color_dirty) {
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@ -31,8 +31,10 @@
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#ifndef SPRITE_3D_H
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#define SPRITE_3D_H
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#include "scene/2d/animated_sprite.h"
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#include "scene/3d/visual_instance.h"
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#include "core/reference.h"
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class SpriteFrames;
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class SpriteBase3D : public GeometryInstance {
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GDCLASS(SpriteBase3D, GeometryInstance);
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@ -33,6 +33,7 @@
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#include "scene/scene_string_names.h"
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#include "servers/visual_server.h"
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#include "skeleton.h"
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#include "scene/resources/material.h"
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AABB VisualInstance::get_transformed_aabb() const {
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return get_global_transform().xform(get_aabb());
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@ -34,7 +34,9 @@
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#include "core/math/face3.h"
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#include "core/rid.h"
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#include "scene/3d/cull_instance.h"
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#include "scene/resources/material.h"
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#include "core/reference.h"
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class Material;
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class VisualInstance : public CullInstance {
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GDCLASS(VisualInstance, CullInstance);
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@ -30,6 +30,9 @@
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#include "animation_cache.h"
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#include "scene/3d/skeleton.h"
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#include "scene/resources/animation.h"
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void AnimationCache::_node_exit_tree(Node *p_node) {
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//it is one shot, so it disconnects upon arrival
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@ -31,14 +31,20 @@
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#ifndef ANIMATION_CACHE_H
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#define ANIMATION_CACHE_H
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#include "scene/3d/skeleton.h"
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#include "scene/resources/animation.h"
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#include "core/object.h"
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#include "core/reference.h"
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class Node;
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class Spatial;
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class Resource;
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class Skeleton;
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class Animation;
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class AnimationCache : public Object {
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GDCLASS(AnimationCache, Object);
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struct Path {
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RES resource;
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Ref<Resource> resource;
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Object *object;
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Skeleton *skeleton; // haxor
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Node *node;
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@ -31,12 +31,22 @@
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#ifndef ANIMATION_PLAYER_H
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#define ANIMATION_PLAYER_H
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#include "core/reference.h"
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#include "scene/main/node.h"
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#include "scene/2d/node_2d.h"
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#include "scene/3d/skeleton.h"
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#include "scene/3d/spatial.h"
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#include "scene/resources/animation.h"
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class Resource;
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class Spatial;
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class Node2D;
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class Skeleton;
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class Animation;
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#ifdef TOOLS_ENABLED
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class AnimatedValuesBackup : public Reference {
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GDCLASS(AnimatedValuesBackup, Reference);
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@ -92,7 +102,7 @@ private:
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struct TrackNodeCache {
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NodePath path;
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uint32_t id;
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RES resource;
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Ref<Resource> resource;
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Node *node;
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Spatial *spatial;
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Node2D *node_2d;
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