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@@ -84,7 +84,7 @@
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#endif
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#endif
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#endif
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#endif
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-Ref<CanvasItemMaterial>
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+/*Ref<CanvasItemMaterial>
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SpineSprite::default_materials[4] = {};
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SpineSprite::default_materials[4] = {};
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static int sprite_count = 0;
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static int sprite_count = 0;
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static spine::Vector<unsigned short> quad_indices;
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static spine::Vector<unsigned short> quad_indices;
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@@ -93,7 +93,7 @@ static spine::Vector<float> scratch_vertices;
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static PackedVector2Array scratch_points;
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static PackedVector2Array scratch_points;
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#else
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#else
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static Vector<Vector2> scratch_points;
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static Vector<Vector2> scratch_points;
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-#endif
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+#endif*/
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static void clear_triangles(SpineMesh2D *mesh_instance) {
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static void clear_triangles(SpineMesh2D *mesh_instance) {
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@@ -403,7 +403,7 @@ void SpineSprite::_bind_methods() {
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}
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}
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SpineSprite::SpineSprite() : update_mode(SpineConstant::UpdateMode_Process), preview_skin("Default"), preview_animation("-- Empty --"), preview_frame(false), preview_time(0), skeleton_clipper(nullptr), modified_bones(false) {
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SpineSprite::SpineSprite() : update_mode(SpineConstant::UpdateMode_Process), preview_skin("Default"), preview_animation("-- Empty --"), preview_frame(false), preview_time(0), skeleton_clipper(nullptr), modified_bones(false) {
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- skeleton_clipper = new spine::SkeletonClipping();
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+ /*skeleton_clipper = new spine::SkeletonClipping();
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// One material per blend mode, shared across all sprites.
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// One material per blend mode, shared across all sprites.
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if (!default_materials[0].is_valid()) {
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if (!default_materials[0].is_valid()) {
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@@ -453,16 +453,16 @@ SpineSprite::SpineSprite() : update_mode(SpineConstant::UpdateMode_Process), pre
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debug_clipping = false;
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debug_clipping = false;
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debug_clipping_color = Color(0.8, 0, 0, 0.8);
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debug_clipping_color = Color(0.8, 0, 0, 0.8);
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- sprite_count++;
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+ sprite_count++;*/
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}
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}
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SpineSprite::~SpineSprite() {
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SpineSprite::~SpineSprite() {
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delete skeleton_clipper;
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delete skeleton_clipper;
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- sprite_count--;
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+ /*sprite_count--;
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if (!sprite_count) {
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if (!sprite_count) {
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for (int i = 0; i < 4; i++)
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for (int i = 0; i < 4; i++)
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default_materials[i].unref();
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default_materials[i].unref();
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- }
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+ }*/
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}
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}
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void SpineSprite::set_skeleton_data_res(const Ref<SpineSkeletonDataResource> &_skeleton_data) {
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void SpineSprite::set_skeleton_data_res(const Ref<SpineSkeletonDataResource> &_skeleton_data) {
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@@ -513,7 +513,7 @@ void SpineSprite::on_skeleton_data_changed() {
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}
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}
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void SpineSprite::generate_meshes_for_slots(Ref<SpineSkeleton> skeleton_ref) {
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void SpineSprite::generate_meshes_for_slots(Ref<SpineSkeleton> skeleton_ref) {
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- auto skeleton = skeleton_ref->get_spine_object();
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+ /*auto skeleton = skeleton_ref->get_spine_object();
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for (int i = 0, n = (int) skeleton->getSlots().size(); i < n; i++) {
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for (int i = 0, n = (int) skeleton->getSlots().size(); i < n; i++) {
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auto mesh_instance = memnew(SpineMesh2D);
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auto mesh_instance = memnew(SpineMesh2D);
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mesh_instance->set_position(Vector2(0, 0));
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mesh_instance->set_position(Vector2(0, 0));
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@@ -523,7 +523,7 @@ void SpineSprite::generate_meshes_for_slots(Ref<SpineSkeleton> skeleton_ref) {
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add_child(mesh_instance);
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add_child(mesh_instance);
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mesh_instances.push_back(mesh_instance);
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mesh_instances.push_back(mesh_instance);
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slot_nodes.add(spine::Vector<SpineSlotNode *>());
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slot_nodes.add(spine::Vector<SpineSlotNode *>());
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- }
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+ }*/
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}
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}
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void SpineSprite::remove_meshes() {
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void SpineSprite::remove_meshes() {
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@@ -758,7 +758,7 @@ void SpineSprite::update_skeleton(float delta) {
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}
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}
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void SpineSprite::update_meshes(Ref<SpineSkeleton> skeleton_ref) {
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void SpineSprite::update_meshes(Ref<SpineSkeleton> skeleton_ref) {
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- spine::Skeleton *skeleton = skeleton_ref->get_spine_object();
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+ /*spine::Skeleton *skeleton = skeleton_ref->get_spine_object();
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for (int i = 0, n = (int) skeleton->getSlots().size(); i < n; ++i) {
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for (int i = 0, n = (int) skeleton->getSlots().size(); i < n; ++i) {
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spine::Slot *slot = skeleton->getDrawOrder()[i];
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spine::Slot *slot = skeleton->getDrawOrder()[i];
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spine::Attachment *attachment = slot->getAttachment();
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spine::Attachment *attachment = slot->getAttachment();
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@@ -917,7 +917,7 @@ void SpineSprite::update_meshes(Ref<SpineSkeleton> skeleton_ref) {
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}
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}
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skeleton_clipper->clipEnd(*slot);
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skeleton_clipper->clipEnd(*slot);
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}
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}
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- skeleton_clipper->clipEnd();
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+ skeleton_clipper->clipEnd();*/
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}
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}
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#ifdef SPINE_GODOT_EXTENSION
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#ifdef SPINE_GODOT_EXTENSION
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@@ -943,7 +943,7 @@ void createLinesFromMesh(Vector<Vector2> &scratch_points, spine::Vector<unsigned
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}
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}
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void SpineSprite::draw() {
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void SpineSprite::draw() {
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- if (!animation_state.is_valid() && !skeleton.is_valid()) return;
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+ /*if (!animation_state.is_valid() && !skeleton.is_valid()) return;
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if (!Engine::get_singleton()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint()) return;
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if (!Engine::get_singleton()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint()) return;
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#if VERSION_MAJOR > 3
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#if VERSION_MAJOR > 3
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@@ -1199,7 +1199,7 @@ void SpineSprite::draw() {
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draw_string(default_font, Vector2(10, 0 + i * default_font->get_height()), hover_text_lines[i], Color(1, 1, 1, 1));
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draw_string(default_font, Vector2(10, 0 + i * default_font->get_height()), hover_text_lines[i], Color(1, 1, 1, 1));
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#endif
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#endif
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}
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}
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-#endif
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+#endif*/
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}
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}
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void SpineSprite::draw_bone(spine::Bone *bone, const Color &color) {
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void SpineSprite::draw_bone(spine::Bone *bone, const Color &color) {
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