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@@ -152,51 +152,51 @@ void GLTFState::set_use_named_skin_binds(bool p_use_named_skin_binds) {
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use_named_skin_binds = p_use_named_skin_binds;
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}
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-Array GLTFState::get_nodes() {
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+TypedArray<GLTFNode> GLTFState::get_nodes() {
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return GLTFTemplateConvert::to_array(nodes);
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}
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-void GLTFState::set_nodes(Array p_nodes) {
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+void GLTFState::set_nodes(TypedArray<GLTFNode> p_nodes) {
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GLTFTemplateConvert::set_from_array(nodes, p_nodes);
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}
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-Array GLTFState::get_buffers() {
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+TypedArray<PackedByteArray> GLTFState::get_buffers() {
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return GLTFTemplateConvert::to_array(buffers);
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}
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-void GLTFState::set_buffers(Array p_buffers) {
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+void GLTFState::set_buffers(TypedArray<PackedByteArray> p_buffers) {
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GLTFTemplateConvert::set_from_array(buffers, p_buffers);
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}
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-Array GLTFState::get_buffer_views() {
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+TypedArray<GLTFBufferView> GLTFState::get_buffer_views() {
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return GLTFTemplateConvert::to_array(buffer_views);
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}
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-void GLTFState::set_buffer_views(Array p_buffer_views) {
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+void GLTFState::set_buffer_views(TypedArray<GLTFBufferView> p_buffer_views) {
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GLTFTemplateConvert::set_from_array(buffer_views, p_buffer_views);
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}
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-Array GLTFState::get_accessors() {
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+TypedArray<GLTFAccessor> GLTFState::get_accessors() {
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return GLTFTemplateConvert::to_array(accessors);
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}
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-void GLTFState::set_accessors(Array p_accessors) {
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+void GLTFState::set_accessors(TypedArray<GLTFAccessor> p_accessors) {
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GLTFTemplateConvert::set_from_array(accessors, p_accessors);
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}
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-Array GLTFState::get_meshes() {
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+TypedArray<GLTFMesh> GLTFState::get_meshes() {
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return GLTFTemplateConvert::to_array(meshes);
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}
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-void GLTFState::set_meshes(Array p_meshes) {
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+void GLTFState::set_meshes(TypedArray<GLTFMesh> p_meshes) {
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GLTFTemplateConvert::set_from_array(meshes, p_meshes);
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}
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-Array GLTFState::get_materials() {
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+TypedArray<BaseMaterial3D> GLTFState::get_materials() {
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return GLTFTemplateConvert::to_array(materials);
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}
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-void GLTFState::set_materials(Array p_materials) {
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+void GLTFState::set_materials(TypedArray<BaseMaterial3D> p_materials) {
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GLTFTemplateConvert::set_from_array(materials, p_materials);
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}
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@@ -208,75 +208,75 @@ void GLTFState::set_scene_name(String p_scene_name) {
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scene_name = p_scene_name;
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}
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-Array GLTFState::get_root_nodes() {
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- return GLTFTemplateConvert::to_array(root_nodes);
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+PackedInt32Array GLTFState::get_root_nodes() {
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+ return root_nodes;
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}
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-void GLTFState::set_root_nodes(Array p_root_nodes) {
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- GLTFTemplateConvert::set_from_array(root_nodes, p_root_nodes);
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+void GLTFState::set_root_nodes(PackedInt32Array p_root_nodes) {
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+ root_nodes = p_root_nodes;
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}
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-Array GLTFState::get_textures() {
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+TypedArray<GLTFTexture> GLTFState::get_textures() {
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return GLTFTemplateConvert::to_array(textures);
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}
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-void GLTFState::set_textures(Array p_textures) {
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+void GLTFState::set_textures(TypedArray<GLTFTexture> p_textures) {
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GLTFTemplateConvert::set_from_array(textures, p_textures);
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}
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-Array GLTFState::get_images() {
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+TypedArray<Texture2D> GLTFState::get_images() {
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return GLTFTemplateConvert::to_array(images);
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}
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-void GLTFState::set_images(Array p_images) {
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+void GLTFState::set_images(TypedArray<Texture2D> p_images) {
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GLTFTemplateConvert::set_from_array(images, p_images);
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}
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-Array GLTFState::get_skins() {
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+TypedArray<GLTFSkin> GLTFState::get_skins() {
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return GLTFTemplateConvert::to_array(skins);
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}
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-void GLTFState::set_skins(Array p_skins) {
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+void GLTFState::set_skins(TypedArray<GLTFSkin> p_skins) {
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GLTFTemplateConvert::set_from_array(skins, p_skins);
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}
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-Array GLTFState::get_cameras() {
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+TypedArray<GLTFCamera> GLTFState::get_cameras() {
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return GLTFTemplateConvert::to_array(cameras);
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}
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-void GLTFState::set_cameras(Array p_cameras) {
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+void GLTFState::set_cameras(TypedArray<GLTFCamera> p_cameras) {
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GLTFTemplateConvert::set_from_array(cameras, p_cameras);
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}
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-Array GLTFState::get_lights() {
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+TypedArray<GLTFLight> GLTFState::get_lights() {
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return GLTFTemplateConvert::to_array(lights);
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}
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-void GLTFState::set_lights(Array p_lights) {
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+void GLTFState::set_lights(TypedArray<GLTFLight> p_lights) {
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GLTFTemplateConvert::set_from_array(lights, p_lights);
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}
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-Array GLTFState::get_unique_names() {
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+TypedArray<String> GLTFState::get_unique_names() {
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return GLTFTemplateConvert::to_array(unique_names);
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}
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-void GLTFState::set_unique_names(Array p_unique_names) {
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+void GLTFState::set_unique_names(TypedArray<String> p_unique_names) {
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GLTFTemplateConvert::set_from_array(unique_names, p_unique_names);
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}
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-Array GLTFState::get_unique_animation_names() {
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+TypedArray<String> GLTFState::get_unique_animation_names() {
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return GLTFTemplateConvert::to_array(unique_animation_names);
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}
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-void GLTFState::set_unique_animation_names(Array p_unique_animation_names) {
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+void GLTFState::set_unique_animation_names(TypedArray<String> p_unique_animation_names) {
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GLTFTemplateConvert::set_from_array(unique_animation_names, p_unique_animation_names);
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}
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-Array GLTFState::get_skeletons() {
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+TypedArray<GLTFSkeleton> GLTFState::get_skeletons() {
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return GLTFTemplateConvert::to_array(skeletons);
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}
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-void GLTFState::set_skeletons(Array p_skeletons) {
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+void GLTFState::set_skeletons(TypedArray<GLTFSkeleton> p_skeletons) {
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GLTFTemplateConvert::set_from_array(skeletons, p_skeletons);
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}
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@@ -296,11 +296,11 @@ void GLTFState::set_create_animations(bool p_create_animations) {
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create_animations = p_create_animations;
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}
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-Array GLTFState::get_animations() {
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+TypedArray<GLTFAnimation> GLTFState::get_animations() {
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return GLTFTemplateConvert::to_array(animations);
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}
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-void GLTFState::set_animations(Array p_animations) {
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+void GLTFState::set_animations(TypedArray<GLTFAnimation> p_animations) {
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GLTFTemplateConvert::set_from_array(animations, p_animations);
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}
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