A 2D Paint Polygon Node for use with [PaintProject]s. A Polygon2D is defined by a set of points. Each point is connected to the next, with the final point being connected to the first, resulting in a closed polygon. Polygon2Ds can be filled with color (solid or gradient) or filled with a given texture. If [code]true[/code], attempts to perform antialiasing for polygon edges by drawing a thin OpenGL smooth line on the edges. Note: Currently only has an effect on the in-editor preview. The polygon's fill color. If [code]texture[/code] is defined, it will be multiplied by this color. It will also be the default color for vertices not set in [code]vertex_colors[/code]. Added padding applied to the bounding box when using [code]invert[/code]. Setting this value too small may result in a "Bad Polygon" error. If [code]true[/code], polygon will be inverted, containing the area outside the defined points and extending to the [code]invert_border[/code]. The offset applied to each vertex. The polygon's list of vertices. The final point will be connected to the first. [b]Note:[/b] This returns a copy of the [PoolVector2Array] rather than a reference. The list of polygons, in case more than one is being represented. Every individual polygon is stored as a [PoolIntArray] where each [int] is an index to a point in [member polygon]. If empty, this property will be ignored, and the resulting single polygon will be composed of all points in [member polygon], using the order they are stored in. The polygon's fill texture. Use [code]uv[/code] to set texture coordinates. Amount to offset the polygon's [code]texture[/code]. If [code](0, 0)[/code] the texture's origin (its top-left corner) will be placed at the polygon's [code]position[/code]. The texture's rotation in radians. The texture's rotation in degrees. Amount to multiply the [code]uv[/code] coordinates when using a [code]texture[/code]. Larger values make the texture smaller, and vice versa. Texture coordinates for each vertex of the polygon. There should be one [code]uv[/code] per polygon vertex. If there are fewer, undefined vertices will use [code](0, 0)[/code]. Color for each vertex. Colors are interpolated between vertices, resulting in smooth gradients. There should be one per polygon vertex. If there are fewer, undefined vertices will use [code]color[/code].