Add a special editor-only preview material
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@ -0,0 +1,5 @@
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[gd_resource type="StandardMaterial3D" format=3 uid="uid://dcfkcyddxkglf"]
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[resource]
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cull_mode = 2
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albedo_color = Color(0.849621, 0.849621, 0.849621, 1)
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@ -310,7 +310,8 @@ var _watchlist_teleportables: Dictionary[int, TeleportableMeta] = {}
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#region Editor Configuration Stuff
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#region Editor Configuration Stuff
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const _PORTAL_SHADER = preload("uid://bhdb2skdxehes")
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const _PORTAL_SHADER: Shader = preload("uid://bhdb2skdxehes")
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const _EDITOR_PREVIEW_PORTAL_MATERIAL: StandardMaterial3D = preload("uid://dcfkcyddxkglf")
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# _ready(), but only in editor.
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# _ready(), but only in editor.
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func _editor_ready() -> void:
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func _editor_ready() -> void:
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@ -569,6 +570,9 @@ func _setup_mesh() -> void:
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mi.mesh = p
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mi.mesh = p
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mi.scale.z = _portal_thickness
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mi.scale.z = _portal_thickness
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# Editor-only material. Will be replaced when game starts.
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mi.material_override = _EDITOR_PREVIEW_PORTAL_MATERIAL
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add_child_in_editor(self, mi)
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add_child_in_editor(self, mi)
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_portal_mesh_path = get_path_to(mi)
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_portal_mesh_path = get_path_to(mi)
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