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Added an alternative forward_spatial_gui_input to the world editor, so the plugin also works with my godot fork / TokageItLab's skeleton editor changes.
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@ -92,6 +92,7 @@ protected:
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virtual bool forward_spatial_gui_input(Camera *p_camera, const Ref<InputEvent> &p_event) { return voxel_world_editor->forward_spatial_input_event(p_camera, p_event); }
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virtual bool forward_spatial_gui_input(Camera *p_camera, const Ref<InputEvent> &p_event) { return voxel_world_editor->forward_spatial_input_event(p_camera, p_event); }
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virtual bool forward_spatial_gui_input(int p_index, Camera *p_camera, const Ref<InputEvent> &p_event) { return voxel_world_editor->forward_spatial_input_event(p_camera, p_event); }
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virtual String get_name() const { return "TerraWorldEditor"; }
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virtual String get_name() const { return "TerraWorldEditor"; }
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bool has_main_screen() const { return false; }
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bool has_main_screen() const { return false; }
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virtual void edit(Object *p_object);
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virtual void edit(Object *p_object);
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