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Backported from godot4: Fix NavigationRegion3D debug mesh rendering twice in Editor
Fixes double rendering of NavigationRegion3D debug mesh due to both 3DGizmo and runtime debug rendering the mesh at the same time.
- smix8
0e4c31ce57
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@ -467,6 +467,12 @@ NavigationMeshInstance::~NavigationMeshInstance() {
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#ifdef DEBUG_ENABLED
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#ifdef DEBUG_ENABLED
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void NavigationMeshInstance::_update_debug_mesh() {
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void NavigationMeshInstance::_update_debug_mesh() {
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if (Engine::get_singleton()->is_editor_hint()) {
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// don't update inside Editor as node 3d gizmo takes care of this
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// as collisions and selections for Editor Viewport need to be updated
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return;
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}
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if (!NavigationServer::get_singleton()->get_debug_navigation_enabled()) {
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if (!NavigationServer::get_singleton()->get_debug_navigation_enabled()) {
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if (debug_instance.is_valid()) {
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if (debug_instance.is_valid()) {
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RS::get_singleton()->instance_set_visible(debug_instance, false);
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RS::get_singleton()->instance_set_visible(debug_instance, false);
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