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Work on fixing compile.
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@ -147,10 +147,10 @@ void PropMaterialCachePCM::_setup_material_albedo(Ref<Texture2D> texture) {
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for (int i = 0; i < count; ++i) {
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Ref<Material> m = material_get(i);
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Ref<SpatialMaterial> spmat = m;
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Ref<StandardMaterial3D> spmat = m;
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if (spmat.is_valid()) {
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spmat->set_texture(SpatialMaterial::TEXTURE_ALBEDO, texture);
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spmat->set_texture(StandardMaterial3D::TEXTURE_ALBEDO, texture);
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continue;
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}
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@ -165,11 +165,8 @@ void PropMaterialCachePCM::_setup_material_albedo(Ref<Texture2D> texture) {
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PropMaterialCachePCM::PropMaterialCachePCM() {
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_packer.instantiate();
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#if GODOT4
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#warning implement
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#else
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_packer->set_texture_flags(Texture::FLAG_MIPMAPS | Texture::FLAG_FILTER);
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#endif
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//_packer->set_texture_flags(Texture::FLAG_MIPMAPS | Texture::FLAG_FILTER);
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_packer->set_max_atlas_size(1024);
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_packer->set_keep_original_atlases(false);
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@ -591,7 +591,7 @@ _FORCE_INLINE_ Vector2 PropMesher::transform_uv(const Vector2 &uv, const Rect2 &
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#ifdef MESH_DATA_RESOURCE_PRESENT
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void PropMesher::add_mesh_data_resource(Ref<MeshDataResource> mesh, const Vector3 position, const Vector3 rotation, const Vector3 scale, const Rect2 uv_rect) {
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Transform transform = Transform(Basis(rotation).scaled(scale), position);
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Transform3D transform = Transform3D(Basis::from_euler(rotation).scaled(scale), position);
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add_mesh_data_resource_transform(mesh, transform, uv_rect);
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}
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@ -602,11 +602,11 @@ void PropMesher::add_mesh_data_resource_transform(Ref<MeshDataResource> mesh, co
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const Array &arr = mesh->get_array();
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PoolVector3Array vertices = arr[Mesh::ARRAY_VERTEX];
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PoolVector3Array normals = arr[Mesh::ARRAY_NORMAL];
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PoolVector2Array uvs = arr[Mesh::ARRAY_TEX_UV];
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PoolColorArray colors = arr[Mesh::ARRAY_COLOR];
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PoolIntArray indices = arr[Mesh::ARRAY_INDEX];
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PackedVector3Array vertices = arr[Mesh::ARRAY_VERTEX];
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PackedVector3Array normals = arr[Mesh::ARRAY_NORMAL];
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PackedVector2Array uvs = arr[Mesh::ARRAY_TEX_UV];
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PackedColorArray colors = arr[Mesh::ARRAY_COLOR];
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PackedInt32Array indices = arr[Mesh::ARRAY_INDEX];
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if (vertices.size() == 0)
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return;
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@ -646,10 +646,10 @@ void PropMesher::add_mesh_data_resource_transform_colored(Ref<MeshDataResource>
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const Array &arr = mesh->get_array();
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PoolVector3Array vertices = arr[Mesh::ARRAY_VERTEX];
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PoolVector3Array normals = arr[Mesh::ARRAY_NORMAL];
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PoolVector2Array uvs = arr[Mesh::ARRAY_TEX_UV];
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PoolIntArray indices = arr[Mesh::ARRAY_INDEX];
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PackedVector3Array vertices = arr[Mesh::ARRAY_VERTEX];
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PackedVector3Array normals = arr[Mesh::ARRAY_NORMAL];
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PackedVector2Array uvs = arr[Mesh::ARRAY_TEX_UV];
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PackedInt32Array indices = arr[Mesh::ARRAY_INDEX];
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if (vertices.size() == 0)
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return;
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